Search found 1924 matches

by Nixola
Wed Sep 05, 2018 12:07 pm
Forum: General
Topic: Trouble With Shadows / Raycasting with Physics and Shaders
Replies: 2
Views: 175

Re: Trouble With Shadows / Raycasting with Physics and Shaders

For point 2, sounds like you're casting a ray from a point to the same point? Maybe you should add a check against that
by Nixola
Wed Sep 05, 2018 9:09 am
Forum: Support and Development
Topic: Share a Shader!
Replies: 310
Views: 97275

Re: Share a Shader!

Should Tri be this?
by Nixola
Sat Aug 25, 2018 9:43 pm
Forum: Support and Development
Topic: Text not displayed for one particular user
Replies: 11
Views: 398

Re: Text not displayed for one particular user

Are the user's graphics drivers up to date?
by Nixola
Fri Aug 03, 2018 3:27 pm
Forum: General
Topic: I'm already pretty sold but I'd like reassurance that LÖVE is the right choice.
Replies: 3
Views: 516

Re: I'm already pretty sold but I'd like reassurance that LÖVE is the right choice.

Hi and welcome to the forums! What you want to do sounds perfectly doable, as long as you handle it correctly. You'll need to reload files for any edit to work and you also need to be careful not to overwrite any data when you do, behaviour only, or reloading a file would basically reset things inst...
by Nixola
Sat Jul 28, 2018 12:03 am
Forum: Libraries and Tools
Topic: [v0.1] TÖVE - vector graphics for LÖVE
Replies: 6
Views: 1668

Re: [v0.1] TÖVE - vector graphics for LÖVE

Your forum account is your wiki account.
by Nixola
Thu Jul 26, 2018 4:54 am
Forum: General
Topic: Any way to proper toggleFullscreen function
Replies: 3
Views: 482

Re: Any way to proper toggleFullscreen function

First of all: default fullscreen is evil.
Second, the question was about toggling it, not setting it.
by Nixola
Tue Jul 24, 2018 11:47 am
Forum: Support and Development
Topic: Is it possible to make an animated perspective texture WITHOUT a shader?
Replies: 5
Views: 764

Re: Is it possible to make an animated perspective texture WITHOUT a shader?

You could try using a vertex shader instead of a pixel shader; I don't actually know how much they affect performance, but I'd guess much less since the code only runs once per vertex instead of once per pixel
by Nixola
Mon Jul 23, 2018 9:51 am
Forum: Support and Development
Topic: Optimizing text drawing
Replies: 7
Views: 686

Re: Optimizing text drawing

molul wrote:
Mon Jul 23, 2018 6:51 am
EDIT2: spritebatches my ass. I only had to make texture atlases of all my textures and properly define quads ^_^U
If you're using LÖVE 11, that's probably because it automatically batches draw calls with the same texture
by Nixola
Sun Jul 22, 2018 9:12 am
Forum: Support and Development
Topic: Optimizing text drawing
Replies: 7
Views: 686

Re: Optimizing text drawing

How are you printing stuff exactly? Could the bottleneck be in string manipulation rather than lg.print itself? Could using a Text object help? I'd help more but I'm afraid I don't have access to devices of similar power.
by Nixola
Sat Jul 21, 2018 8:32 am
Forum: Support and Development
Topic: Cannot Load Game at Path
Replies: 2
Views: 362

Re: Cannot Load Game at Path

You need to drag the folder that contains the main.lua file, not main.lua itself