Search found 322 matches

by appleide
Mon Mar 14, 2011 1:44 am
Forum: Libraries and Tools
Topic: ClosureClass
Replies: 18
Views: 4469

Re: ClosureClass

Tangent. Recently, I've started to use classes implemented by the following code. function class(parent) local new = {} for k, v in pairs(parent or {init=function() end}) do new[k] = v end new.__super, new.__index = parent, new return setmetatable(new, {__call = function(t , ...) local instance=setm...
by appleide
Sat Mar 12, 2011 10:54 am
Forum: Libraries and Tools
Topic: loveui 0.7 (just started)
Replies: 26
Views: 30352

Re: loveui 0.7 (just started)

Found a way to make it faster. Committed to github. See https://github.com/meric/loveui.love . Hmmm, https://github.com/meric/loveui.love/blob/fa2fd21e0f0e41cefddba57090f481113bb517ab/loveui/graphics/love.lua#L41 Instead of creating a pixmap each time you draw an arc you could use a polygon to draw...
by appleide
Sun Mar 06, 2011 9:15 am
Forum: General
Topic: How to cache drawing operations?
Replies: 5
Views: 3439

Re: How to cache drawing operations?

Also, noticed there's no way to convert framebuffers into imagedata; You can't seem to save stuff from the screen into a file? http://love2d.org/wiki/Framebuffer:getImageData http://love2d.org/wiki/love.graphics.newScreenshot and http://love2d.org/forums/viewtopic.php?f=4&t=2273&hilit=savin...
by appleide
Sun Mar 06, 2011 8:43 am
Forum: General
Topic: How to cache drawing operations?
Replies: 5
Views: 3439

Re: How to cache drawing operations?

Your computer may yet support framebuffers. Make sure not to create a framebuffer with a non-Po2 resolution. Create one with something like 32x32, 64x64, 128x128 ... 1024x1024. I thought of drawing to an image, but there is no way to redirect drawing operations to images... that means I have to com...
by appleide
Sun Mar 06, 2011 7:59 am
Forum: Libraries and Tools
Topic: loveui 0.7 (just started)
Replies: 26
Views: 30352

Re: loveui 0.7 (just started)

Looks promising. Any real demonstrations avaiable? Yes, just rename the folder to be a .love. :) I've been working with Goo for almost a year now and I'll try to think of a list of pitfalls you can avoid as well as things that were absolute godsends. Good luck! That'd be great! EDIT: Anti-aliased r...
by appleide
Sun Mar 06, 2011 7:51 am
Forum: General
Topic: How to cache drawing operations?
Replies: 5
Views: 3439

How to cache drawing operations?

I'm trying to draw antialiased arcs and circles but they slow down the environment alot. So i thought of trying to cache them by drawing them to an image or something. I looked through the documentation and turns out there is a way - draw to a framebuffer. I tried it but I got an error message "...
by appleide
Thu Mar 03, 2011 1:36 pm
Forum: Libraries and Tools
Topic: loveui 0.7 (just started)
Replies: 26
Views: 30352

loveui 0.7 (just started)

Download Latest: https://github.com/meric/loveui.love/zipball/master (rename .zip to .love) Github: https://github.com/meric/loveui.love I've begun work on a new gui library for the LÖVE 2D game engine. The ideal will be to provide a concise way and easily customizable way to include GUI widgets suc...
by appleide
Thu Feb 17, 2011 2:26 am
Forum: Games and Creations
Topic: Ravag3Ritual LFG need a programmer
Replies: 30
Views: 15629

Re: Ravag3Ritual LFG need a programmer

I know for a fact that if you offer $18,000 to the owner of this mmorpg, he'll highly likely take your offer. It earns several hundred dollars a month.
by appleide
Mon Feb 14, 2011 4:18 pm
Forum: Support and Development
Topic: How can I make a GUI?
Replies: 6
Views: 4971

Re: How can I make a GUI?

I don't want anything particularly complicated.. basic labels and frames and buttons and progressbars and stuff. I definitely don't want to use anything that degrades performance too much. I've only worked with an XML-type thing (Heroes of Newerth) and iup-lua (Vendetta Online) in terms of game UI ...
by appleide
Mon Feb 14, 2011 4:16 pm
Forum: Games and Creations
Topic: "Expand" | RTS/4X
Replies: 9
Views: 7139

Re: "Expand" | RTS/4X

very nice.