Search found 9 matches

by thatcosmonaut
Thu Jun 13, 2019 6:57 pm
Forum: Libraries and Tools
Topic: Encompass + LÖVE: Statically typed ECS development
Replies: 5
Views: 1107

Re: Encompass + LÖVE: Statically typed ECS development

A moderately complex game could easily have that many systems and more. I'm already up to 45 on one of my projects and it's still a work-in-progress. Systems in my architecture are inspired by functional programming where they declare inputs, outputs, and side effects. I've used it in practice and I...
by thatcosmonaut
Thu Jun 13, 2019 5:26 pm
Forum: Libraries and Tools
Topic: Encompass + LÖVE: Statically typed ECS development
Replies: 5
Views: 1107

Re: Encompass + LÖVE: Statically typed ECS development

There are a few reasons why automatic system ordering is a good feature. Hyper ECS uses messages to communicate information between systems which allows for code reuse. Once your game becomes sufficiently complex, determining a valid ordering of systems, so that systems which emit a message always r...
by thatcosmonaut
Wed Jun 12, 2019 6:57 pm
Forum: Libraries and Tools
Topic: Encompass + LÖVE: Statically typed ECS development
Replies: 5
Views: 1107

Encompass + LÖVE: Statically typed ECS development

Hello everyone! First of all, thanks to the maintainers of LÖVE. This is an incredible project and my favorite 2D game engine hands down. However, as my projects grew larger, the dynamically typed nature of Lua began to impede my development as unexpected nils and other nasty problems crept into my ...
by thatcosmonaut
Fri Sep 01, 2017 6:07 pm
Forum: Support and Development
Topic: Per-Pixel Motion Blur
Replies: 4
Views: 1116

Re: Per-Pixel Motion Blur

Thanks, I think that makes sense. I'll give it a try.
by thatcosmonaut
Thu Aug 31, 2017 12:04 am
Forum: Support and Development
Topic: Per-Pixel Motion Blur
Replies: 4
Views: 1116

Re: Per-Pixel Motion Blur

Yeah I'm familiar with shaders, I've written a few for this project. I'm trying to implement the technique detailed in this post: http://john-chapman-graphics.blogspot.co.uk/2013/01/what-is-motion-blur-motion-pictures-are.html But I'm running into a wall. Particularly the part regarding sending mode...
by thatcosmonaut
Wed Aug 30, 2017 11:38 pm
Forum: Support and Development
Topic: Per-Pixel Motion Blur
Replies: 4
Views: 1116

Per-Pixel Motion Blur

I'm trying to figure out how to do nice-looking motion blur. Right now I have a hack that involves maintaining a list of canvases and fading them out over each frame, but that's more of a trail than actual motion blur and it looks bad when objects are moving at high speeds. Most of the research I've...
by thatcosmonaut
Sat Nov 12, 2016 12:01 am
Forum: Support and Development
Topic: Custom Serialization
Replies: 3
Views: 737

Re: Custom Serialization

Yea I guess I just thought serialization would be a useful abstraction of that process. But it might just be easier to handle it manually. Thanks for the advice.
by thatcosmonaut
Fri Nov 11, 2016 10:57 pm
Forum: Support and Development
Topic: Custom Serialization
Replies: 3
Views: 737

Custom Serialization

I'm creating an in-game level editor to streamline my development process. I'm running into a wall with serialization though. I'm using the binser library. I have a Level class made up of a bunch of Tile instances. I want the Tile class to only store a reference to its TileType and its location so t...
by thatcosmonaut
Sun Nov 06, 2016 6:06 pm
Forum: Libraries and Tools
Topic: Sprit3r - 3D model viewer for spritesheets
Replies: 31
Views: 8586

Re: Sprit3r - 3D model viewer for spritesheets

this tool looks amazing, about to play around with it now.

If you wouldn't mind, could you add a license to the github repository? If you don't know which one to choose this site helps you decide: http://choosealicense.com/