anti fragmentation measure: a bot that reposts messages between IRC and discord
I know the r/roguelikedev has a bot that does just that, but iunno who made it or what it's called /shrug
Search found 80 matches
- Thu Jun 29, 2017 1:07 am
- Forum: General
- Topic: Official Discord server
- Replies: 24
- Views: 35842
- Wed Jun 21, 2017 12:15 am
- Forum: Support and Development
- Topic: How are circles drawn? (source link pls)
- Replies: 6
- Views: 4390
Re: How are circles drawn? (source link pls)
The actual code you want is at: https://bitbucket.org/rude/love/src/10f58e78bbfd82b681a45aeaf1177a765726bb31/src/modules/graphics/opengl/Graphics.cpp?at=default&fileviewer=file-view-default#Graphics.cpp-1404 so raidho is right, it constructs a polygon, which then gets sent to the GPU as vertex d...
- Sat Jun 17, 2017 12:30 am
- Forum: Support and Development
- Topic: [SOLVED] Debugging using ZeroBrane Studio
- Replies: 14
- Views: 11963
Re: Debugging using ZeroBrane Studio
So when I'm writing something that could be an infinite loop I use something the following function local function safe_iter(max_iters) max_iters = max_iters or 10000 local i = 0 return function() i = i + 1 if i > max_iters then error("iteration limit reached") end end end use like so loca...
- Mon Jun 12, 2017 1:09 am
- Forum: Support and Development
- Topic: Writing to files inside game folder
- Replies: 4
- Views: 4420
Re: Writing to files inside game folder
here's the sneaky solution: even though love.filesystem only wants to write to the designed save directory, the default lua io functions behave the same way they do in normal lua. this means for example that io.open("file", "w"):write("out\n"):close() will write the the...
- Tue May 30, 2017 12:24 am
- Forum: Support and Development
- Topic: How to save and reload a very large amount of data?
- Replies: 10
- Views: 14123
Re: How to save and reload a very large amount of data?
I've also experienced crashes in bitser with large tables, but I couldn't reproduce it outside of my game so I just designed around it. in my case it didn't seem to be related to serialized file size: the test files I dumped before each crash were all over the place when it came to size, and maybe m...
- Thu May 25, 2017 12:48 am
- Forum: General
- Topic: Building from source problem on Debian
- Replies: 2
- Views: 2670
Re: Building from source problem on Debian
`make` builds the program, `make install` installs it, usually.
I don't actually recall if that's how it works in love, but that is how it usually works everywhere else
I don't actually recall if that's how it works in love, but that is how it usually works everywhere else
- Tue May 09, 2017 12:43 am
- Forum: Support and Development
- Topic: [SOLVED] Is the way Love handles sprites inefficient?
- Replies: 17
- Views: 12184
Re: Is the way Love handles sprites inefficient?
yep. here's one way to think of it. to render the sprite to the left, you need to pass the texture, a quad, and a transformation matrix to the GPU. To render a sprite to the right, you need to pass the texture, a quad, and a transformation matrix to the GPU. The only difference is the numbers in the...
- Thu May 04, 2017 2:06 am
- Forum: General
- Topic: Terminal-based workflows: what are you rockin'?
- Replies: 9
- Views: 10269
Re: Terminal-based workflows: what are you rockin'?
so my list is pretty similar:gnome-terminal, neovim, ag, fzf, etc Some actual difference is that I'm currently using fish instead of zsh. I originally changed because no matter how I configured my zsh it always had a hint of slowness to it, which fish doesn't, but the fish language is incompatible i...
- Tue May 02, 2017 4:51 am
- Forum: General
- Topic: Using Love2D to create gif animations?
- Replies: 2
- Views: 2672
Re: Using Love2D to create gif animations?
Here's an already-made gif export library: the only issue is that it uses native code, which makes it harder to get up and running https://love2d.org/forums/viewtopic.php?f=5&t=82460 I tried making my own generic animation editor, too. It's not really in a usable state but if you'd like to keep ...
- Mon Apr 24, 2017 1:33 am
- Forum: Support and Development
- Topic: Accesing a file in a completely different area of the .love directory.
- Replies: 2
- Views: 2496
Re: Accesing a file in a completely different area of the .love directory.
As far as love is concerned, the working directory is _always_ the top of the game folder (or the save folder, or whatever). This means that "assets/sprites/default.png" should work, no matter what file it's written in. EDIT: or it would, but your screenshot suggests it should actually be ...