Search found 106 matches

by Whatthefuck
Fri Apr 10, 2015 4:00 pm
Forum: General
Topic: Batching for rectangles, points, lines?
Replies: 9
Views: 2013

Re: Batching for rectangles, points, lines?

Why not draw to a canvas and only redraw to the canvas when the GUI layout changes? You can batch rectangles & lines really easily: add a 1x1 pixel image with the desired width/height/rotation to a spritebatch. Because in the situation that I need to use rects in, that's still slower. I wouldn't be...
by Whatthefuck
Fri Apr 10, 2015 2:21 pm
Forum: General
Topic: Batching for rectangles, points, lines?
Replies: 9
Views: 2013

Batching for rectangles, points, lines?

I remember there was a user-made library called "pointbatch" which allowed batching things like rectangle and points, though I'm not sure whether it works in the newest version anymore. Is there a possibility you guys could make it an actual thing and add something like that natively to love2d? Perf...
by Whatthefuck
Tue Mar 31, 2015 9:08 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1715
Views: 675577

Re: What's everyone working on? (tigsource inspired)

Thanks for the insight - I suppose by LightData you mean ImageData for a light image? I can't find anything called LightData. Yeah, whoops, typo, meant ImageData. Also, just to give you an idea of how fast it is, on a 1080p monitor, an i5 4670 + R9 290 and a 25x25 pixel over-compute (where each pix...
by Whatthefuck
Tue Mar 31, 2015 4:10 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1715
Views: 675577

Re: What's everyone working on? (tigsource inspired)

And how do you serialize the world/map across threads? The "flat" table limitation still keeps me from doing multi-threading. I write the lighting which I want computed into a ImageData object, since it's userdata, it's shared between threads, and no duplicates are required. So upon initialization ...
by Whatthefuck
Mon Mar 30, 2015 5:55 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1715
Views: 675577

Re: What's everyone working on? (tigsource inspired)

Hooray for multithreaded colored lighting! What exactly do the seperate threads do? It computes the lighting on a separate thread, obviously. Basically the way it works is the main thread sends a request for light computation and then goes on to draw other stuff. Once it's done drawing other stuff,...
by Whatthefuck
Mon Mar 30, 2015 4:28 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1715
Views: 675577

Re: What's everyone working on? (tigsource inspired)

Hooray for multithreaded colored lighting!

Image
Image
by Whatthefuck
Sun Dec 14, 2014 9:06 am
Forum: Support and Development
Topic: LÖVE framerate stutters?
Replies: 37
Views: 13149

Re: LÖVE framerate stutters?

For people who have this problem because of the fixed framerate setting the app to fullscreen solves it. I am not sure about the garbage collector. The GC can contribute to stuttering, because LOVE's default step sizes and collection frequency is a bit strange and manually adjusting the step size n...
by Whatthefuck
Fri Dec 12, 2014 11:14 am
Forum: Support and Development
Topic: LÖVE framerate stutters?
Replies: 37
Views: 13149

Re: LÖVE framerate stutters?

Here's something that might interest you guys - over the time I've worked with LOVE2D, I noticed that the garbage collector is the main offender when it comes to random stuttering with a locked framerate of 60. I have an i5 4670 and a R9 290 and I had the same issue. You can partially solve the issu...
by Whatthefuck
Thu Sep 18, 2014 7:48 am
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 185385

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

The concept behind a LÖVE SpriteBatch is a little different from the concept behind an XNA SpriteBatch, even though they have the same name. LÖVE's can get drastically better performance in many situations as a result, but they're slightly less flexible. Switching between different textures within ...
by Whatthefuck
Thu Sep 18, 2014 6:10 am
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 185385

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

In XNA you can add any texture to a single spritebatch, in Love2D you need a separate spritebatch for every separate texture. What's up with that?