Search found 55 matches

by Ertain
Sun May 01, 2011 6:49 am
Forum: Support and Development
Topic: Detecting proper framebuffers
Replies: 15
Views: 8846

Re: Detecting proper framebuffers

So I should use something like this?

Code: Select all

if pcall( love.graphics.newFramebuffer() ) then
-- Use the framebuffer here.
else
-- Use some other code here.
end
by Ertain
Sun May 01, 2011 1:21 am
Forum: Support and Development
Topic: Detecting proper framebuffers
Replies: 15
Views: 8846

Detecting proper framebuffers

Hello again, LÖVErs. I have seen other posters struggle with actually detecting framebuffer support. Truthfully I'm trying to figure it out myself. So has anyone actually ironed out a surefire way to detect for framebuffers? Just using the function "love.graphics.newFramebuffer()" doesn't ...
by Ertain
Sun May 01, 2011 1:17 am
Forum: General
Topic: Survey: Do You Support Framebuffers and/or Non-Po2 [RERUN]
Replies: 92
Views: 40197

Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU

If anyone's interested, I'm using a Toshiba Satellite laptop with 3 gigs of RAM, a 2 gig AMD Turion 2X processor, an ATI Mobility 1250 graphics card, and PCLinuxOS with Xorg version 7.3.1 and Direct Rendering on.
by Ertain
Thu Apr 28, 2011 2:40 am
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20893

Re: Managing a consistent framerate

Oh, I'm using the width and height of the screen.
by Ertain
Wed Apr 27, 2011 4:08 am
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20893

Re: Managing a consistent framerate

If it cannot be done once, do it only as frequent as it really is required (eg, change the value of timer every second, not every frame) For your example, how would one change the value of "timer" every second? Are you referring to love.timer? :? And now, more comments. If you are really ...
by Ertain
Tue Apr 26, 2011 9:44 pm
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20893

Re: Managing a consistent framerate

Thanks for the help, guys. I shall not use the in-game print statements and stop drawing the images. But the framebuffers will be a problem, because they don't work on all OSes. So I'm going to have to at least check for the framebuffers and stuff.
by Ertain
Tue Apr 26, 2011 2:05 am
Forum: Support and Development
Topic: Managing a consistent framerate
Replies: 50
Views: 20893

Managing a consistent framerate

Hello again, LÖVErs. I have a question about keeping the framerate consistent and making things run smooth. What are some methods for doing this? I have been trying to figure out how not to have so many pictures on the screen (so that it doesn't eat up CPU cycles). When one of the enemies in my litt...
by Ertain
Tue Apr 05, 2011 9:16 pm
Forum: Support and Development
Topic: SVG support ?
Replies: 9
Views: 2539

Re: SVG support ?

It would be really cool if it could be coded. Yeah, you have to mess around with a lot of XML and vector stuff. Still, it would be really useful, such as with different resolutions. Heck, I'd even pay money to have that feature.
by Ertain
Sun Mar 27, 2011 3:07 am
Forum: Support and Development
Topic: Collision detection and many objects
Replies: 7
Views: 2662

Re: Collision detection and many objects

Here's the full traceback. Error: [string "libs/hardoncollider/shapes.lua"]:209: attempt to perform arithmetic on field '_radius' (a nil value) stack traceback: [string "libs/hardoncollider/shapes.lua"]:209: in function 'collidesWith' [string "libs/hardoncollider/init.lua&qu...
by Ertain
Sat Mar 26, 2011 10:24 pm
Forum: Support and Development
Topic: Collision detection and many objects
Replies: 7
Views: 2662

Re: Collision detection and many objects

Ah crap. I've run into an error in the hardon collider code.

When I tried to run my test code (after a generous amount of debugging) I get the error "attempt to perform arithmetic on field '_radius' (a nil value)". I know for darn sure I went through my code with a fine tooth comb.