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Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Fri Feb 03, 2017 9:31 pm
by VideahGams
Hey, the project isn't dead as such but I've had 0 time to work on it.
I've given TurtleP repo privileges because he has a lot more time on his hands and is a lot more motivated to make changes,
so you should see some development happening right about now.

Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Fri Feb 10, 2017 4:38 pm
by D0NM
Thank you. We are looking forward to it ))

Could you post some gfx/RAM restrictions of the port? Thank you.

Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Fri Mar 31, 2017 7:36 am
by JHB
Is it possible that "os.time" and "love.timer.getTime()" are not implemented yet ? trying to use one of this for "love.math.setRandomSeed( seed )", but on the 3ds i always get an "nill error".
Can anyone help ? or are there other ways to get a better random functionallity ?

Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Fri Mar 31, 2017 12:40 pm
by Tanner
love.timer.getTime seems to be implemented. https://github.com/VideahGams/LovePotio ... imer.c#L41

Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Fri Mar 31, 2017 5:00 pm
by airstruck
JHB wrote: are there other ways to get a better random functionallity ?
I posted a PRNG here a while back: viewtopic.php?f=5&t=80676

Will need bitwise ops shimmed with arithmetic equivalents if you don't have LuaJIT, not sure what that will do to performance but try it out :)

Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Fri Mar 31, 2017 8:43 pm
by JHB
airstruck wrote: Fri Mar 31, 2017 5:00 pm
JHB wrote: are there other ways to get a better random functionallity ?
I posted a PRNG here a while back: viewtopic.php?f=5&t=80676

Will need bitwise ops shimmed with arithmetic equivalents if you don't have LuaJIT, not sure what that will do to performance but try it out :)
Cool, Thanks, will definitely try this out.

Re: LövePotion - LÖVE on 3DS Homebrew

Posted: Sat Apr 01, 2017 8:26 pm
by airstruck
JHB wrote:Cool, Thanks, will definitely try this out.
No problem, let me know how it goes. Shimming bit.rshift is straightforward, but you might need to compute a lookup table to get reasonable performance out of bit.bor. Might be better to implement bitwise stuff in LovePotion, in C (or compile against 5.2 or 5.3 if possible).

By the way, when I wrote that topic, Alea was faster than love.math.random, but it's not anymore. Still, love.math.random is less than twice as fast as Alea (it must have gotten faster at some point).

That's all with the JIT on. Good news is, with JIT turned off, Alea is about 3 times faster than love.math.random. This is still using LuaJIT's bit ops, though; you'll still need a good replacement for those.

Interesting (but irrelevant) side note, love.math.randomNormal doesn't appear to benefit from JIT at all. This makes love.math.randomNormal about twice as fast as love.math.random with JIT off, but with JIT on, it's something like 25x slower.