Search found 8 matches

by target.san
Mon Feb 26, 2018 9:26 pm
Forum: Support and Development
Topic: Quads, sprites and coordinate systems
Replies: 7
Views: 1126

Re: Quads, sprites and coordinate systems

Thanks, I know this.
Unfortunately, this still doesn't answer what's the "right" way in Love2D to work with non-pixel scene units.
by target.san
Mon Feb 26, 2018 5:46 pm
Forum: Support and Development
Topic: Quads, sprites and coordinate systems
Replies: 7
Views: 1126

Re: Quads, sprites and coordinate systems

Thanks for your time

Although samples you provided prove that quads were designed to work with pixel-based units. Meshes may be an option though, especially for static tile grids.
by target.san
Mon Feb 26, 2018 10:38 am
Forum: Support and Development
Topic: Quads, sprites and coordinate systems
Replies: 7
Views: 1126

Re: Quads, sprites and coordinate systems

Hi, Thanks for your response I'm trying to do something opposite: c_unitPixels = 64 -- Scene transformation and scale applied each frame g_sceneTrans = { 0, 0 } g_sceneScale = { 0, 0 } function love.resize(wx, wy) -- Recalculate scene coordinate system g_sceneTrans[1] = wx / 2 g_sceneTrans[2] = wy /...
by target.san
Sun Feb 25, 2018 9:51 pm
Forum: Support and Development
Topic: Quads, sprites and coordinate systems
Replies: 7
Views: 1126

Quads, sprites and coordinate systems

Hello, Making my first steps in Love2D, I tried to make simple top-down maze walker. What I hit very quickly were some specifics of engine's rendering coordinate systems. In particular, I tried to change default draw coordinate system such that width or height of one square tile is exactly 1 unit. N...
by target.san
Fri Apr 27, 2012 7:10 pm
Forum: Support and Development
Topic: System design: explicit refcounting
Replies: 2
Views: 256

Re: System design: explicit refcounting

Sad things you say. I've managed to write and test to some degree passing complex types between threads, including parameter/result tuples. Okay, I'll post a pull request for you to take anything you find suitable. BTW, could you please point out what parts of thread module will be re-done, so I won...
by target.san
Fri Apr 27, 2012 5:08 pm
Forum: Support and Development
Topic: System design: explicit refcounting
Replies: 2
Views: 256

System design: explicit refcounting

Hi! My question is mostly to developers. Is the current scheme with explicit retain-release a strict design solution and won't be changed? I mean, do pull requests with code tending to use value semantics need to be rewritten to on-heap object management? In particular, I'm currently writing enhance...
by target.san
Sun Apr 08, 2012 5:31 pm
Forum: Support and Development
Topic: Cross-platform threading, smartptrs, etc.
Replies: 0
Views: 322

Cross-platform threading, smartptrs, etc.

Hi! I'm now trying to implement tuple and table marshalling for thread messages. Looked at code, I have a small question: why no existing subj was used, at example Boost, which also has several useful things like smart pointers etc.? Don't take me wrong, I'm not trying to start additional holywar. I...
by target.san
Thu Apr 05, 2012 7:23 pm
Forum: Support and Development
Topic: love.thread data marshalling
Replies: 2
Views: 623

love.thread data marshalling

Hi! I'm wondering how data is marshalled between threads in Love2D. At example, can I load image on side thread, then construct set of quads over it, then pack them into sprite batch (according to level layout), and finally pass all this stuff to main thread in a single message? Will Love2D properly...