Search found 106 matches

by Whatthefuck
Wed Jul 22, 2015 11:10 am
Forum: General
Topic: spritebatch:set seems to be generating garbage
Replies: 2
Views: 566

Re: spritebatch:set seems to be generating garbage

Thanks for clearing that up. Although I have one question - does Lua store local number variables to the heap as well?
by Whatthefuck
Sun Jul 19, 2015 11:22 am
Forum: General
Topic: spritebatch:set seems to be generating garbage
Replies: 2
Views: 566

spritebatch:set seems to be generating garbage

Like the title says, it seems to be generating a decent amount of garbage. Filling as much as 512 sprites on average generates 0.01-0.02 megabytes of garbage. Is there a reason for that.

Edit: just tried checking how much garbage is generated by :add calls - none at all.
by Whatthefuck
Thu Jun 11, 2015 6:30 am
Forum: General
Topic: Update to LuaJIT 2.0.4?
Replies: 9
Views: 2590

Re: Update to LuaJIT 2.0.4?

slime wrote:Indeed, you can replace the version of LuaJIT normally used by LÖVE with your own right now if you want – on all operating systems.
What the hell, last time I tried switching .dlls up it resulted in crashes.
by Whatthefuck
Wed Jun 10, 2015 4:40 pm
Forum: General
Topic: Update to LuaJIT 2.0.4?
Replies: 9
Views: 2590

Re: Update to LuaJIT 2.0.4?

Fenrir wrote:As for the lastest version lua is provided as an external library (at least on Windows), just switching the lua51.dll/so should work, no? Is there any pre-build binaries somewhere?
Nah, gotta build that shit.
by Whatthefuck
Wed Jun 10, 2015 8:23 am
Forum: General
Topic: Batching for rectangles, points, lines?
Replies: 9
Views: 1964

Re: Batching for rectangles, points, lines?

calling :set on a spritebatch every frame is much more expensive than rendering a rect. It shouldn't be, especially if you use LÖVE 0.9.2. Every love.graphics.rectangle call has to upload the rectangle's vertices to the GPU and issue a draw call. The spritebatch approach just sets the values of the...
by Whatthefuck
Wed Jun 10, 2015 8:22 am
Forum: General
Topic: Update to LuaJIT 2.0.4?
Replies: 9
Views: 2590

Update to LuaJIT 2.0.4?

Like the title says, LuaJIT 2.0.4 was released somewhat recently and it has a bunch of various fixes/improvements. (http://luajit.org/changes.html)

Is there a chance you guys could update LuaJIT to 2.0.4 in 0.10.0?

Thanks in advance for the answer.
by Whatthefuck
Tue Jun 09, 2015 7:03 am
Forum: Support and Development
Topic: Attack intervals?
Replies: 8
Views: 2299

Re: Attack intervals?

You could also make a global variable called curTime, for example, and increase it's value by deltaTime in love.update. Then when you need to delay something, you just assign a variable on the object, ie. object.delayUntilAction = curTime + 0.2 Since curTime is incremented by the delta time, 0.2 is ...
by Whatthefuck
Fri Jun 05, 2015 4:52 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 179288

Re: "Questions that don't deserve their own thread" thread

Is there a way to have a spritebatch use nearest filtering instead of linear? Setting the filter mode to nearest on the texture I wish to use on the spritebatch doesn't seem to work. (ie still uses linear) SpriteBatches are just collections of vertices. Filtering modes are only applied to textures,...
by Whatthefuck
Thu Jun 04, 2015 6:50 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 179288

Re: "Questions that don't deserve their own thread" thread

Is there a way to have a spritebatch use nearest filtering instead of linear? Setting the filter mode to nearest on the texture I wish to use on the spritebatch doesn't seem to work. (ie still uses linear)
by Whatthefuck
Fri Apr 10, 2015 6:28 pm
Forum: General
Topic: Batching for rectangles, points, lines?
Replies: 9
Views: 1964

Re: Batching for rectangles, points, lines?

Because in the situation that I need to use rects in, that's still slower. I wouldn't be asking for a pointbatch if I didn't know what I was talking about. OK then. What's the issue with a sprite batch of a 1x1 image with the width + height of the rectangle as scale? It works fine for many thousand...