Search found 2670 matches

by slime
Fri Feb 16, 2018 9:51 pm
Forum: Support and Development
Topic: luajit - attempt to index global 'love' (a nil value)
Replies: 18
Views: 476

Re: luajit - attempt to index global 'love' (a nil value)

Bytecode as generated by LuaJIT string.dump() is portable: The generated bytecode is portable and can be loaded on any architecture that LuaJIT supports, independent of word size or endianess. However the bytecode compatibility versions must match. If you always bundle the LuaJIT library with your ...
by slime
Mon Jan 29, 2018 12:08 pm
Forum: Support and Development
Topic: Using mirrored quads in a spritebatch?
Replies: 4
Views: 163

Re: Using mirrored quads in a spritebatch?

You can apply the mirroring by using a negative scale parameter in SpriteBatch:add (rather than love.graphics.draw).
by slime
Sun Jan 28, 2018 6:05 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 22405

Re: Post-0.10.0 feature wishlist

Can you just do something like this?

Code: Select all

function restart()
    love.event.quit("restart")
    restarting = true
end

function love.quit()
    if restarting then return end

    -- other code does whatever, here.
end
by slime
Sun Jan 07, 2018 4:45 pm
Forum: Support and Development
Topic: Garbage collector stops the game[or probably disk access]
Replies: 24
Views: 1224

Re: Garbage collector stops the game

Your chunk code reads data from the hard drive and parses it when it loads in a new chunk, and it serializes and saves data to the hard drive when it unloads an old chunk. It does both of those quite frequently when you move. This will be very slow regardless of what language you use (and even if it...
by slime
Sat Jan 06, 2018 10:56 pm
Forum: Support and Development
Topic: Hiding cursor at load
Replies: 2
Views: 185

Re: Hiding cursor at load

You could try calling love.event.pump() right after the setVisible call. I'm not positive it'll help, but it's worth a shot.
by slime
Fri Jan 05, 2018 12:15 pm
Forum: Support and Development
Topic: Handle High DPI displays on windows
Replies: 3
Views: 306

Re: Handle High DPI displays on windows

davisdude wrote:
Fri Jan 05, 2018 3:47 am
It looks like this will be fixed in 0.11.0
Unfortunately LÖVE still doesn't support high dpi on Windows, since SDL doesnt support it yet (because Microsoft's high dpi / dpi scaling APIs are hard to work with and can't replicate the functionality of other major operating systems).
by slime
Mon Jan 01, 2018 4:19 pm
Forum: Support and Development
Topic: BUG in touch/mouse callbacks on Windows
Replies: 4
Views: 284

Re: BUG in touch/mouse callbacks on Windows

love uses SDL for input, and SDL's touch/mouse event code on Windows uses Microsoft's Windows APIs pretty directly. This might be an issue with Windows or your touchscreen's drivers.
by slime
Fri Dec 29, 2017 2:55 pm
Forum: Support and Development
Topic: Graphics.setMode doesnt work!!
Replies: 6
Views: 390

Re: Graphics.setMode doesnt work!!

It looks like the chinese translation of the tutorial hasn't been updated since before 0.9.0 came out.
by slime
Thu Dec 28, 2017 3:35 am
Forum: Support and Development
Topic: Multi-touch bug Android (MIUI)
Replies: 4
Views: 280

Re: Multi-touch bug Android (MIUI)

As far as I know multitouch works fine with love on other Android phones. Maybe most other apps use multitouch in a manner that doesn't trigger the issue in that phone's software (for example if the other apps use high level OS gesture detection APIs instead of the lower level touch tracking that lo...
by slime
Thu Dec 28, 2017 1:16 am
Forum: Support and Development
Topic: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.
Replies: 5
Views: 363

Re: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.

Your code is producing a lot of draw calls per frame, so it's probably as I described above (reduced performance is pushing vsync down to one frame every other monitor refresh). I recommend using one or more SpriteBatch objects which drastically reduce draw calls (even if you have to clear and re-ad...