Search found 252 matches
- Sun Apr 28, 2024 12:18 am
- Forum: General
- Topic: Image format size pickle
- Replies: 3
- Views: 141
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...
- Sat Apr 27, 2024 5:57 am
- Forum: General
- Topic: Image format size pickle
- Replies: 3
- Views: 141
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...
- Sat Apr 27, 2024 5:38 am
- Forum: Support and Development
- Topic: [SOLVED] Variable Jump Height
- Replies: 5
- Views: 231
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...
- Mon Apr 22, 2024 11:09 pm
- Forum: Support and Development
- Topic: Create multiple squares upon keyclicks
- Replies: 3
- Views: 197
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 ...
- 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...
- Sun Apr 21, 2024 6:04 pm
- Forum: Support and Development
- Topic: Create multiple squares upon keyclicks
- Replies: 3
- Views: 197
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...
- Fri Apr 19, 2024 12:30 am
- Forum: Libraries and Tools
- Topic: Rasterizing polygons into images
- Replies: 5
- Views: 1200
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...
- Tue Apr 16, 2024 1:44 pm
- Forum: Libraries and Tools
- Topic: Rasterizing polygons into images
- Replies: 5
- Views: 1200
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 ...
- 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: 530
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...
- Thu Apr 04, 2024 9:12 pm
- Forum: Support and Development
- Topic: 2D Array
- Replies: 6
- Views: 537
Re: 2D Array
Code: Select all
function FallingSand:update(dt)
print(FallingSand:withinCols(5))
end
The colon syntax is explained in here (the entire PIL e-book is useful btw): https://www.lua.org/pil/16.html