Search found 124 matches

by Nelvin
Sun Jan 16, 2022 8:38 am
Forum: Support and Development
Topic: Sending 1D depthbuffer to a shader
Replies: 4
Views: 2745

Re: Sending 1D depthbuffer to a shader

You could use a texture, store your distances in it's pixels and then sample the value using your x-coordinate in your shader.
by Nelvin
Sat Dec 18, 2021 2:21 pm
Forum: General
Topic: Beginner friendly book about Lua?
Replies: 30
Views: 18525

Re: Beginner friendly book about Lua?

Maybe the Lua Gems book might be worth a look? It's a bit old but as LuaJIT is based on 5.1 it's a decent fit (and even though some details may have changed, Lua, as a language hasn't changed that much since version 5.

https://www.lua.org/gems/
https://www.lua.org/gems/sample.pdf
by Nelvin
Wed Dec 15, 2021 12:30 am
Forum: Libraries and Tools
Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
Replies: 218
Views: 452060

Re: Groverburger's 3D Engine (g3d) v1.4 Release

That's because of the depth buffer - the frontmost tree is rendered before the obscured behind it and, even for fully transparent pixels, depth value is written to the depth buffer. Pixels rendered behind that tree, even in the transparent area, will be discarded based on their depth. What you need...
by Nelvin
Tue Dec 14, 2021 2:00 pm
Forum: Libraries and Tools
Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
Replies: 218
Views: 452060

Re: Groverburger's 3D Engine (g3d) v1.4 Release

That's because of the depth buffer - the frontmost tree is rendered before the obscured behind it and, even for fully transparent pixels, depth value is written to the depth buffer. Pixels rendered behind that tree, even in the transparent area, will be discarded based on their depth. What you need ...
by Nelvin
Fri Jul 02, 2021 12:40 pm
Forum: General
Topic: Best practices and things you'd like changed about Love2D
Replies: 47
Views: 56343

Re: Best practices and things you'd like changed about Love2D

Just replace the function with one using the parameters you prefer local lg_rectangle = love.graphics.rectangle love.graphics.rectangle = function( mode, x, y, width, height, color ) if color then local cur_r, cur_g, cur_b, cur_a = love.graphics.getColor() love.graphics.setColor( color ) lg_rectangl...
by Nelvin
Sun Jun 06, 2021 9:09 am
Forum: Support and Development
Topic: Read files outside of love or project directory
Replies: 14
Views: 14183

Re: Read files outside of love or project directory

I'd use nativefs so you can load your images/data from wherever you want to. You actually can even use the regular Lua io module as long as you know the files you want to load and don't need any directory operations (like get the list of files in a directory) as Lua io has no support or even concept...
by Nelvin
Sun Jan 03, 2021 12:43 pm
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 47965

Re: Optimization Stuff

That's primarily a question of memory and also how big is big enough (there's only so much interesting content you can create with a team of two). I think the bigger maps in the campaigns will be around 128x128, I also did tests with 256x256 without a problem, so maybe some of that scale will be add...
by Nelvin
Sun Jan 03, 2021 9:57 am
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 47965

Re: Optimization Stuff

For you what is an example of a reasonably scaled game ? Something with multiple entities pathfinding on a large map, for example. Complex computation being done continuously. I guess Pacman is the minimal example to qualify, but even that's stretching. I'm working on a city builder in the style of...
by Nelvin
Mon Aug 17, 2020 7:09 am
Forum: Games and Creations
Topic: Fast 2D mesh animation
Replies: 16
Views: 17630

Re: Fast 2D mesh animation

This looks really cool - any plans to turn it into a kind of small module somehow and/or document how you did the exporter for Blender? I thought about doing some kind of multilayered mesh animations for short/simple cut scenes (mission briefings etc.) in our game using Spine as an editor but Blende...