Search found 252 matches

by RNavega
Sun Apr 28, 2024 12:18 am
Forum: General
Topic: Image format size pickle
Replies: 4
Views: 166

Re: Image format size pickle

You'd need to consult the (embedded) GPU of your RasPi if it supports the compressed formats, using this: https://love2d.org/wiki/love.graphics.getImageFormats Something else to try is making an FFI binding to libavif (preferably), or libwebp. They're both modern compressed image formats that suppor...
by RNavega
Sat Apr 27, 2024 5:57 am
Forum: General
Topic: Image format size pickle
Replies: 4
Views: 166

Re: Image format size pickle

There are compressed image formats that support transparency, scroll down to the Compressed Formats table: https://love2d.org/wiki/PixelFormat The DXT5 format (Microsoft DirectDraw Surface DXT5) seems the best match. ImageMagick seems to read and write those. Also, if you don't need one of the color...
by RNavega
Sat Apr 27, 2024 5:38 am
Forum: Support and Development
Topic: [SOLVED] Variable Jump Height
Replies: 5
Views: 233

Re: [SOLVED] Variable Jump Height

I know that this was marked as solved, but I wanted to investigate it further. When playing Super Mario World on some SNES emulator, the jump mechanic seems to let the player do either short jumps that reach 3 tiles high, or long jumps that reach 4 tiles high, and if the player releases the jump key...
by RNavega
Mon Apr 22, 2024 11:09 pm
Forum: Support and Development
Topic: Create multiple squares upon keyclicks
Replies: 3
Views: 198

Re: Create multiple squares upon keyclicks

Nice. You can still remove the use of mainCanvas (that is, setCanvas(mainCanvas), setCanvas(), and draw(mainCanvas)), so having no canvases at all, and draw directly to the screen. You aren't doing anything different with the contents of the canvas except passing them to the screen already, so it's ...
by RNavega
Mon Apr 22, 2024 1:01 am
Forum: Support and Development
Topic: Benchmark - put every function inside a object or inside a helper object
Replies: 4
Views: 1346

Re: Benchmark - put every function inside a object or inside a helper object

object:anotherFuction1() helper:anotherFuction1(object) As I understand it, the second case is right in being more expensive, as it handles more parameters. In both cases you have a table key query ("anotherFuction1"), but the parameters in the first case are (self,), and in the second ca...
by RNavega
Sun Apr 21, 2024 6:04 pm
Forum: Support and Development
Topic: Create multiple squares upon keyclicks
Replies: 3
Views: 198

Re: Create multiple squares upon keyclicks

Hi Giuliano, welcome. Here are my impressions: - You don't need to reference the global table _G every time. This is already done for you when you use a name that was declared without the 'local' qualifier. It's a great practice to use "local" for everything, even things declared in the to...
by RNavega
Fri Apr 19, 2024 12:30 am
Forum: Libraries and Tools
Topic: Rasterizing polygons into images
Replies: 5
Views: 1203

Re: Rasterizing polygons into images

Wow, thanks guys! I've tried to make the d-string parser, but it was always bad, there are too much variations how you can write the same vectors. Ah, mine is very simple and would probably fail too with some SVGs out in the wild. By the way, I was fascinated by your work on parabolas. I was looking...
by RNavega
Tue Apr 16, 2024 1:44 pm
Forum: Libraries and Tools
Topic: Rasterizing polygons into images
Replies: 5
Views: 1203

Rasterizing polygons into images

This is an example script of rasterizing a polygon into a grayscale image (R8 format). So, starting from SVG data, you generate an Image object from it then draw that Image as needed. Depending on the shape and its size, it's a bit lighter to have it described as SVG data than as a PNG file in your ...
by RNavega
Fri Apr 05, 2024 11:04 am
Forum: Support and Development
Topic: Avoid table overhead by using Data when creating a mesh
Replies: 6
Views: 531

Re: Avoid table overhead by using Data when creating a mesh

Wow, you're right. Thanks for the correction. I don't know why I said all of that, when a few days ago I had read the Löve source code and seen how it differentiates the possible uniform types (int, float etc), and used int in a shader myself... The OpenGL wiki does list more types that should be av...
by RNavega
Thu Apr 04, 2024 9:12 pm
Forum: Support and Development
Topic: 2D Array
Replies: 6
Views: 538

Re: 2D Array

Code: Select all

function FallingSand:update(dt)
	print(FallingSand:withinCols(5))
end
Try self:withinCols(5) so the sugar becomes FallingSand.withinCols(self, 5).

The colon syntax is explained in here (the entire PIL e-book is useful btw): https://www.lua.org/pil/16.html