Search found 80 matches

by alloyed
Thu Jun 29, 2017 1:07 am
Forum: General
Topic: Official Discord server
Replies: 24
Views: 35842

Re: Official Discord server

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
by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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...
by alloyed
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
by alloyed
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...
by alloyed
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...
by alloyed
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 ...
by alloyed
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 ...