Search found 114 matches

by bakpakin
Mon Jan 25, 2016 4:53 pm
Forum: Support and Development
Topic: Pixel-shaders and SpriteBatch
Replies: 7
Views: 4980

Re: Pixel-shaders and SpriteBatch

A simple approach is to draw each sprite independently, and only use sprite batches for background tiles that don't overlap and are all on the same layer. If you really want to use a single sprite batch, you can use a single shader but pass custom attributes per sprite. In love 0.10.0, Meshes with c...
by bakpakin
Mon Jan 25, 2016 3:42 pm
Forum: Support and Development
Topic: Pixel-shaders and SpriteBatch
Replies: 7
Views: 4980

Re: Pixel-shaders and SpriteBatch

Its not possible in the way you described. Create a separate spritebatch for each of the shaders that you want to apply. Also, don't optimize for performance without profiling.
by bakpakin
Sat Jan 16, 2016 12:39 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 91704

Re: Post-0.10.0 feature wishlist

• distribution - ability to remove unused frameworks from the executable without breaking it - eg. Vorbis.framework (which is 20% of the total size of the distributable) I second this opinion. It irks me to distribute really large binaries as you can't expect end users to have LOVE already installe...
by bakpakin
Sat Oct 17, 2015 8:19 pm
Forum: General
Topic: Binary File to String of 0s and 1s
Replies: 9
Views: 4470

Re: Binary File to String of 0s and 1s

Just a thought, but maybe you could create a lookup table for every byte with your current code. That would be a lot faster, and your lookup table would only have 256 elements, which is not too big at all. Also, don't use the concatenation operator in a loop like that; its a huge memory hog. Instead...
by bakpakin
Sat Oct 17, 2015 7:40 pm
Forum: Libraries and Tools
Topic: [Library] Splash.lua - bump.lua with more shapes.
Replies: 12
Views: 7438

Re: [Library] Splash.lua - bump.lua with more shapes.

Update: Added swept collisions for circles vs. circles and rectangles vs. rectangles. Now, Splash.lua really has most of the functionality of bump (with plenty of bugs as well, I'm sure). Now I have to add more collision sweep algorithms for all of the cases. You can't yet add slopes to a platformer...
by bakpakin
Wed Oct 14, 2015 3:04 pm
Forum: Libraries and Tools
Topic: 3D without a depth buffer
Replies: 0
Views: 1353

3D without a depth buffer

Just a little something I made while exploring 3D. It generates a BSP tree to draw polygons without using a depth buffer. Because each polygon has to be drawn separately, this is horribly slow and not practical like LOVE3D, but it was a fun little exercise. You add floors and walls and it generates ...
by bakpakin
Tue Oct 13, 2015 5:36 pm
Forum: Libraries and Tools
Topic: [Library] Splash.lua - bump.lua with more shapes.
Replies: 12
Views: 7438

Re: [Library] Splash.lua - bump.lua with more shapes.

Thanks kikito. That's really helpful, and makes lot of sense. I see why now my system is going to need some tweeking to solve floating point related issues, and to make sure two objects can slide by each other without colliding.
by bakpakin
Mon Oct 12, 2015 10:01 pm
Forum: Libraries and Tools
Topic: [Library] Splash.lua - bump.lua with more shapes.
Replies: 12
Views: 7438

Re: [Library] Splash.lua - bump.lua with more shapes.

Just wondering, how should I best go about resolving corner collisions? I know this is a common problem in collision engines, so I want to make sure I get it right. My plan is to solve collisions that happen first, and prioritize edge collisions over corner collisions. I'm not sure if that's the bes...
by bakpakin
Mon Oct 12, 2015 2:31 pm
Forum: Support and Development
Topic: lighting without shaders or canvas
Replies: 4
Views: 2175

Re: lighting without shaders or canvas

Update your drivers is the best advice. However, it is possible with Meshes.
by bakpakin
Sat Oct 10, 2015 6:29 pm
Forum: General
Topic: ECS for GUI
Replies: 6
Views: 3952

Re: ECS for GUI

Also, a shameless self promotion, I have a pretty mature entity-component-system library, tiny-ecs, here.