Search found 2710 matches

by slime
Sun Oct 14, 2018 12:38 pm
Forum: Support and Development
Topic: Documentation on BOX2D Locks
Replies: 2
Views: 150

Re: Documentation on BOX2D Locks

I think only the World:setCallbacks page should have it, since almost every love.physics object method that modifies the object can't be used (that's a lot of things to document), whereas World:setCallbacks is what affects those functions, so people who don't use that method won't care about those n...
by slime
Sat Oct 13, 2018 4:53 am
Forum: General
Topic: I demand that LÖVE add support of lua 5.3
Replies: 7
Views: 2023

Re: I demand that LÖVE add support of lua 5.3

EliterScripts wrote:
Sat Oct 13, 2018 2:58 am
string.pack()

string.unpack()
I've got good news, those are already in love (in a different module, but the code for them is from Lua 5.3's source code.) :)

love.data.pack

love.data.unpack
by slime
Thu Oct 11, 2018 11:16 am
Forum: General
Topic: May love2d planned move to github?
Replies: 4
Views: 309

Re: May love2d planned move to github?

karolek wrote:
Thu Oct 11, 2018 6:56 am
Bitbucket also uses git, you know. So there's no difference in usage from console or any git client :|
LÖVE's repository uses Mercurial.
by slime
Tue Oct 09, 2018 11:47 pm
Forum: Support and Development
Topic: How does love.dll expose love2d's functions?
Replies: 4
Views: 313

Re: How does love.dll expose love2d's functions?

Most C++ classes aren't exported publicly from the dll I think. In ImageData::setPixel's case, it's actually a lot faster to call ImageData:mapPixel (from Lua) than setPixel, because that has a very fast FFI implementation.

What do you want to do in C++ with love's API?
by slime
Sat Oct 06, 2018 3:05 am
Forum: Support and Development
Topic: love.exe and hello world code won't run. No reaction at all.
Replies: 7
Views: 1000

Re: love.exe and hello world code won't run. No reaction at all.

Windows 10 version 1809 changed the behaviour of an API love uses during startup, unfortunately. There's a build with a fix here until an official release happens: https://bitbucket.org/rude/love/issues/ ... t-48155677
by slime
Mon Sep 24, 2018 9:19 pm
Forum: Support and Development
Topic: Why the hell was (Image):getData removed?
Replies: 3
Views: 218

Re: Why the hell was (Image):getData removed?

It was removed because it's incompatible with different types of images, it also allows love to reduce its memory usage in the future with different rendering backends. A super easy way to access imagedata given an image, with minimal code changes, would be to store the imagedata in a table using th...
by slime
Mon Sep 24, 2018 8:27 pm
Forum: Support and Development
Topic: Why the hell was (Image):getData removed?
Replies: 3
Views: 218

Re: Why the hell was (Image):getData removed?

You can (and have always been able to) create an image using an imagedata, and just reuse the imagedata as you see fit.

Code: Select all

local imagedata = love.image.newImageData("image.png")
local image = love.graphics.newImage(imagedata)

local r, g, b, a = imagedata:getPixel(x, y)
by slime
Wed Jun 06, 2018 12:26 am
Forum: General
Topic: Love on Mac w/o OpenGL
Replies: 10
Views: 1937

Re: Love on Mac w/o OpenGL

Apparently, Apple is deprecated OpenGL to force developers to move towards Metal. How will that affect Love2d in the medium and long term? Medium-longish term, not at all. Apple formally deprecated legacy OpenGL on macOS like 5 years ago, but it still works. I expect Core Profile OpenGL will contin...
by slime
Sat Apr 28, 2018 3:12 pm
Forum: General
Topic: 11.0 bugs
Replies: 42
Views: 4544

Re: 11.0 bugs

Automatically batched vertices are transformed on the CPU, so TransformMatrix doesn't include the current love.graphics transform in auto-batched draws.