nDöts - Döts optimized for nLÖVE

A port replacing OpenGL and OpenAL with SDL. Now defunct.

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thelinx
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nDöts - Döts optimized for nLÖVE

Post by thelinx » Sat Mar 05, 2011 12:13 pm

What's changed?
New control scheme, moved text. Removal of setLineWidth, getColor, some stuff.

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Jasoco
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Re: nDöts - Döts optimized for nLÖVE

Post by Jasoco » Mon Mar 07, 2011 3:24 am

How many FPS? I can't read it.

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thelinx
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Re: nDöts - Döts optimized for nLÖVE

Post by thelinx » Mon Mar 07, 2011 1:21 pm

It doesn't have a FPS display.

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Jasoco
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Re: nDöts - Döts optimized for nLÖVE

Post by Jasoco » Tue Mar 08, 2011 6:11 am

thelinx wrote:It doesn't have a FPS display.
Okay, the question remains. How many FPS does it get?

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Re: nDöts - Döts optimized for nLÖVE

Post by ihsansaleem » Tue May 15, 2012 6:00 am

i sew this video ...so nice play you ...thelinx right It doesn't have a FPS display..
i don't know How many FPS does it get?
please answer this if you know....

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Re: nDöts - Döts optimized for nLÖVE

Post by ihsansaleem » Tue May 15, 2012 6:03 am

Also, what is the minimum amount of FPS appropriate to see movement as fluid? Why are movies played at 25 FPS but the reccomended amount of FPS for video amateur is 60? Is the aberration absolutely that important? Can our eyes ascertain the difference?

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Re: nDöts - Döts optimized for nLÖVE

Post by SudoCode » Tue May 15, 2012 11:34 pm

ihsansaleem wrote:Also, what is the minimum amount of FPS appropriate to see movement as fluid? Why are movies played at 25 FPS but the reccomended amount of FPS for video amateur is 60? Is the aberration absolutely that important? Can our eyes ascertain the difference?
Human eyes don't see in terms of fps, your rods and cones sense light continuously.

You can definitely tell the difference between 24 and 60 fps, and even 60 and 120 (although you'll need a monitor with a higher refresh rate for this).

And the main reason movies look fluid at 24 fps while games need to run at higher framerates is because of motion blur.

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Re: nDöts - Döts optimized for nLÖVE

Post by Boolsheet » Wed May 16, 2012 1:39 am

SudoCode wrote:motion blur.
What's with the motion blur argument? I don't see why a high temporal resolution is necessary to create some kind of blurring effect. It may give you a more accurate blur, but nobody will notice because it's blurred.

Yes, I don't like motion blur. It's stupid in real life and it's stupid in games (although it's making the real-life approximation a bit more accurate).
Shallow indentations.

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Re: nDöts - Döts optimized for nLÖVE

Post by SudoCode » Wed May 16, 2012 1:51 am

Boolsheet wrote:
SudoCode wrote:motion blur.
What's with the motion blur argument? I don't see why a high temporal resolution is necessary to create some kind of blurring effect. It may give you a more accurate blur, but nobody will notice because it's blurred.

Yes, I don't like motion blur. It's stupid in real life and it's stupid in games (although it's making the real-life approximation a bit more accurate).
I'm saying that movies look fluid at 24 fps because there is motion blur, not necessarily that you need to implement it in games to make them look fluid.

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Re: nDöts - Döts optimized for nLÖVE

Post by LuaWeaver » Wed Aug 15, 2012 11:12 pm

Boolsheet wrote:It may give you a more accurate blur, but nobody will notice because it's blurred.
:3
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