Search found 3570 matches

by pgimeno
Fri May 17, 2024 4:15 pm
Forum: Support and Development
Topic: push.lua and love.graphics.newQuad problem
Replies: 1
Views: 91

Re: push.lua and love.graphics.newQuad problem

The images with push use a linear filter, while the images without push use a nearest filter. With the nearest filter the adjacent tiles can bleed into the current tile. Changing to linear should solve it, if that's acceptable for your project. Otherwise, you'll need to fix your tileset by separatin...
by pgimeno
Fri May 17, 2024 11:35 am
Forum: Support and Development
Topic: Garbage Collector and FFI
Replies: 17
Views: 620

Re: Garbage Collector and FFI

This is a modified version of your code that does crash for me (for good reasons), using the image from the .love I posted above: local ffi = require('ffi') local texBuffer local terrainBuffer local backgroundBuffer do local imagedata=love.image.newImageData(640,360, "rgba8") local image =...
by pgimeno
Fri May 17, 2024 10:17 am
Forum: Support and Development
Topic: Garbage Collector and FFI
Replies: 17
Views: 620

Re: Garbage Collector and FFI

Come on, that's not the entire code. That's true, but i simply can't post my entire game. No one is asking you to do that. What we're asking for is a self-contained test program that can reproduce the problem. I've modified your code by adding this at the beginning of your code: local ffi = require...
by pgimeno
Sun May 12, 2024 12:05 am
Forum: General
Topic: [Help] Techniques for scaling
Replies: 24
Views: 1133

Re: [Help] Techniques for scaling

Interesting, so I should also deal with the rounding and animation problems. Conceptually, do you know what could be the underlying cause of the rounding and animation issues? I don't know the cause of the animation issues because I haven't looked into how you animate; I just saw the animation to c...
by pgimeno
Sat May 11, 2024 8:45 am
Forum: Support and Development
Topic: [Solved] Rectangle collision resolution only works on one axis
Replies: 3
Views: 309

Re: Rectangle collision resolution only works on one axis

Once the shapes are interpenetrating, both wasHorizontalAligned and wasVerticalAligned are going to be true, because they only check for interpenetration in one axis, and the shapes are known to be interpenetrating anyway, and the interpenetration affects both axes, so both checks will be true. This...
by pgimeno
Sat May 11, 2024 7:51 am
Forum: Support and Development
Topic: Garbage Collector and FFI
Replies: 17
Views: 620

Re: Garbage Collector and FFI

You haven't provided a runnable version that can be used to debug. I've made your code runnable by applying this patch: --- ffiorig.lua 2024-05-11 09:47:53.683996392 +0200 +++ ffimod.lua 2024-05-11 09:49:00.158667324 +0200 @@ -1,7 +1,23 @@ -local vec3 = require("math/vec3") -local mat4 = r...
by pgimeno
Sat May 11, 2024 6:56 am
Forum: General
Topic: [Help] Techniques for scaling
Replies: 24
Views: 1133

Re: [Help] Techniques for scaling

glass2d wrote: Sat May 11, 2024 2:29 am When you say it "works for you" did you add this with no other rounding (Such as the player's physics body)
That's right. The character seems to jitter due to rounding problems and animation problems, but these are unrelated to the movement.
by pgimeno
Fri May 10, 2024 8:12 am
Forum: General
Topic: [Help] Techniques for scaling
Replies: 24
Views: 1133

Re: [Help] Techniques for scaling

The idea is to round to screen pixels. It works for me, besides the obvious problems inherent to not using an integer scale, which cause image deformation.
by pgimeno
Thu May 09, 2024 6:31 pm
Forum: General
Topic: [Help] Techniques for scaling
Replies: 24
Views: 1133

Re: [Help] Techniques for scaling

OK, try this and see whether it helps: function PlayerCamera:update(dt) local camX = Player.x local camY = Player.y local mapW = Map.width * Map.tilewidth local mapH = Map.height * Map.tileheight camX, camY = self:setBorders(camX, camY, mapW, mapH) camX = math.floor(camX*self.scale + 0.5) / self.sca...
by pgimeno
Thu May 09, 2024 12:36 pm
Forum: General
Topic: [Help] Techniques for scaling
Replies: 24
Views: 1133

Re: [Help] Techniques for scaling

I wanted to have a look at the issue, but RL is keeping me quite busy these days. Could you please indicate what kind of movement you want? Specifically, my understanding is that you have a virtual resolution of 480x270 which is the underlying resolution, and you zoom it e.g. by 4 to get 1920x1080 i...