Search found 4835 matches

by bartbes
Wed Oct 30, 2019 4:11 pm
Forum: General
Topic: LÖVE 11.3 released!
Replies: 27
Views: 7277

Re: LÖVE 11.3 released!

One small request. Now that Raspberry pi 4 is out and the standard Raspbian uses OpenGL accelerated drivers by default, is it possible to include the armhf format as part of the standard releases? The ppa already contains armhf builds. Unfortunately I don't have access to a decently-specced arm mac...
by bartbes
Mon Oct 28, 2019 6:48 pm
Forum: General
Topic: LÖVE 11.3 released!
Replies: 27
Views: 7277

Re: LÖVE 11.3 released!

phoyd wrote:
Mon Oct 28, 2019 4:05 pm
Hi! It looks like liblove-11.3.so is distributed unstripped in the Linux x86_64 and i686 binaries.
Oops, you're completely right. I somehow managed to strip every binary except liblove. I've reuploaded the stripped (but otherwise identical) versions.
by bartbes
Fri Dec 28, 2018 11:26 am
Forum: General
Topic: Any moderators watching reported posts?
Replies: 2
Views: 1608

Re: Any moderators watching reported posts?

I just nuked all reported spam posts.
by bartbes
Sat Oct 13, 2018 10:59 am
Forum: Support and Development
Topic: C/C++ code cannot print to the console
Replies: 2
Views: 2068

Re: C/C++ code cannot print to the console

On windows you need to make sure you link against the dynamic library version of the (same) c runtime. We've seen before that mixing runtimes causes output issues, for some reason.
by bartbes
Wed Sep 05, 2018 7:05 pm
Forum: Libraries and Tools
Topic: love-steam - Steamworks integration for LÖVE
Replies: 8
Views: 6045

Re: love-steam - Steamworks integration for LÖVE

replace: __declspec(dllexport) with: __attribute__((visibility("default"))) I would assume, considering you're setting the visibility to default, that you can simply remove the declspec, and it will work. I was then able to compile into an .so by using: gcc -fPIC love_steam.cpp -shared -o love_stea...
by bartbes
Sun Sep 02, 2018 8:04 pm
Forum: Support and Development
Topic: Conditional tweening confusion
Replies: 2
Views: 1279

Re: Conditional tweening confusion

The exact symptoms you're describing are.. weird, but I'm fairly sure I know what the issue is: you're creating a new tween every frame. You probably want something like this: Timer = require 'hump.timer' function love.load() color = {0, 255, 0} end function love.update(dt) Timer.update(dt) end func...
by bartbes
Sun Sep 02, 2018 4:53 pm
Forum: Support and Development
Topic: What Luajit Version does Löve 11.1 use?
Replies: 7
Views: 2289

Re: What Luajit Version does Löve 11.1 use?

Like I said in irc: that depends on your os, unfortunately but last I checked desktops were on latest 2.0, phones were on the 2.1 beta I should also mention that on linux it uses whatever your system provides, so if you have luajit 2.1.0-beta3 installed, it will use that. As an aside, the bbcode for...
by bartbes
Sun Aug 26, 2018 10:39 am
Forum: Support and Development
Topic: Lua/Löve2D newbie - need help understanding problem with loading graphics
Replies: 4
Views: 1506

Re: Lua/Löve2D newbie - need help understanding problem with loading graphics

That code should work, do you have other code that may affect this? Have you tried running without mobdebug?
by bartbes
Sun Aug 26, 2018 8:17 am
Forum: Support and Development
Topic: Inconvenience: Errors upon unused shader uniforms
Replies: 4
Views: 1680

Re: Inconvenience: Errors upon unused shader uniforms

The graphics driver does this optimisation, without love being able to affect it, so the uniforms are gone either way. So now the option is to either ignore all uniform errors, or error for all of them, and love chooses the safest option.
by bartbes
Sat Aug 25, 2018 5:05 pm
Forum: Support and Development
Topic: Transparent Background Video
Replies: 1
Views: 1120

Re: Transparent Background Video

Transparent in what way? If you just want every part to be equally transparent, you can use setColor as usual. If not, you probably need to write a shader.