Search found 35 matches

by mode7
Fri May 13, 2016 9:13 pm
Forum: Support and Development
Topic: delay in love.run()
Replies: 7
Views: 17270

Re: delay in love.run()

Thanks for the insightfull explanation. I guess setting the OS specific sleep period makes all the difference. As it turns out I was using an outdated version of SDL2. Replaced it with the one from LÖVE and it works like a charm. I'm still not sure if the period will always result to exactly 1ms as ...
by mode7
Fri May 13, 2016 8:07 pm
Forum: Support and Development
Topic: delay in love.run()
Replies: 7
Views: 17270

Re: delay in love.run()

Sorry for bumping this old thread, but I guess it's the right place to post this, since it's even linked in the wiki. I got really interested in this explanation, as it obviously works for LÖVE even though it absolutely shouldn't (!). I played around with SDL a bit lately and ran into the same issue...
by mode7
Wed Jan 28, 2015 10:59 am
Forum: Libraries and Tools
Topic: [Library] DOMy - A DOM-like GUI framework
Replies: 56
Views: 32439

Re: [Request] Input on design spec of new GUI library

EDIT: Due to my inability to read the thread properly I've overlooked that a MVC (which is very similar to the proposed MVVM) is already a planned feature, which makes this post kind of obsolete. It can still be seen as an example how such a pattern could be realized. :huh: Hey everyone, this is qui...
by mode7
Sat Oct 18, 2014 8:20 pm
Forum: Support and Development
Topic: Best way to do a timer?
Replies: 11
Views: 10909

Re: Best way to do a timer?

Thats easy! Something like: function newTimer(time,callback) local expired = false local timer = {} function timer.update(dt) if time < 0 then expired = true callback() end time = time - dt end function timer.isExpired() return expired end return timer end function love.load() myTimer = newTimer(2 ,...
by mode7
Mon Sep 29, 2014 1:16 pm
Forum: Games and Creations
Topic: Match 3 demo
Replies: 3
Views: 3952

Re: Match 3 demo

This error is related to your graphics adapter. Especially many old Laptop/Netbooks don't support canvas. I usually avoud using canvas alltogether to maintian compatibility. There's almost always a way around canvasses. Anyway, the game plays quite nice it has the same addiction factor but it doesn'...
by mode7
Wed Sep 24, 2014 9:10 am
Forum: Libraries and Tools
Topic: An Isometric 3D Engine
Replies: 8
Views: 12037

Re: An Isometric 3D Engine

I experimented some more. The big advantadge of orthografic projection is that there is no perspective distortion. This means that once a mesh has been updated, it can be drawn mutliple times like a tile in a tileset. I also switched back to flat lightning. What you can do however is pre-render ligh...
by mode7
Sun Sep 21, 2014 8:31 pm
Forum: Libraries and Tools
Topic: An Isometric 3D Engine
Replies: 8
Views: 12037

Re: An Isometric 3D Engine

Made pseudo smooth shading work. Not really accurate but it does the job. Also made some tests with a Utah Teapot model. As you can see 1500 Tris are kind of the limit here, at least on my Netbook. I updated the demo. For some reason the love crashes for me when I try to change models. It works howe...
by mode7
Sun Sep 21, 2014 11:56 am
Forum: Libraries and Tools
Topic: An Isometric 3D Engine
Replies: 8
Views: 12037

Re: An Isometric 3D Engine

The main reason for orthographic projection is to avoid texture warping effects as love 2d only supports parametric (?) mapping. I could render this in a perspective view with a few lines of code but textures would look distorted like on some ps1 games. Im currently trying to speed up depth sorting ...
by mode7
Sat Sep 20, 2014 7:53 pm
Forum: Libraries and Tools
Topic: An Isometric 3D Engine
Replies: 8
Views: 12037

An Isometric 3D Engine

I usually don't post demos and experiments here. But this was so much fun todo, that I want to share it. I always thought Isometric 2d graphics were strangely compelling. The simplicity and the slightly artificial look really appealed to me. I especially like the look of early PS1 games which had an...
by mode7
Fri Aug 01, 2014 1:05 pm
Forum: Support and Development
Topic: Transformation Stack and SpriteBatch
Replies: 0
Views: 2012

Transformation Stack and SpriteBatch

Hey everyone, I'm working on a modular animation runtime for my game, similar to spine, spriter or anime studio (whose file format I'm currently parsing). Drawing these animations results in a high number of draw calls which can be really slow for many characters. Using a texture atlas and a spriteB...