Search found 131 matches
- Thu Jan 12, 2023 7:01 pm
- Forum: Support and Development
- Topic: Infinite loop prevent keyboard scan
- Replies: 7
- Views: 1100
Re: Infinite loop prevent keyboard scan
My main goal is to fix emulator, not the game itself. Absolutely! Bad, bad, bad idea: Before running the game poke up some replacements in its original code string (programmatically, with regex or something). And replace btn(<green-square>) with some function that actually checks if that key is cur...
- Thu Jan 12, 2023 6:31 pm
- Forum: Support and Development
- Topic: Help improving metaballs shader
- Replies: 4
- Views: 1430
Re: Help improving metaballs shader
Hi! Multiple colors + flat balls, correct? aa.png I also added some kind of antialiasing, you can have hard edges back if you replace smoothstep back to floor: vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 pixel = Texel(texture, texture_coords); pixel.rgb /= p...
- Tue Jan 10, 2023 9:09 pm
- Forum: Support and Development
- Topic: Infinite loop prevent keyboard scan
- Replies: 7
- Views: 1100
Re: Infinite loop prevent keyboard scan
Hi and welcome! :3 Love already have some kind of internal main loop inside https://love2d.org/wiki/love.run , which is hidden by default, but is still here. And that loop is carefully developed and already have important things (keyboard reaction included) embedded. So it looks like a bad idea to a...
- Tue Jan 10, 2023 8:51 pm
- Forum: Support and Development
- Topic: Best IDE for Löve
- Replies: 8
- Views: 13195
Re: Best IDE for Löve
Sublime Text can do a lot of things that are prerogative for "IDE" and even beyond that. Personally I use: Customizable syntax highlighting Ability to start a project by single hotkey press (for Löve: without building .love file, which is faster in development) Support of projects, not jus...
- Tue Jan 10, 2023 7:51 pm
- Forum: Support and Development
- Topic: JIT seems to be changing my loop behaviour
- Replies: 10
- Views: 21075
Re: JIT seems to be changing my loop behaviour
4. The problem is consistent. It happens as soon as the number of objects in the table in sufficient. Hmmm, interesting... How many, approximately, is sufficient? It is just good to know =) Since it is update function I would guess that it is called every frame or some other way regularly. So, the ...
- Sun Jan 08, 2023 8:39 am
- Forum: Support and Development
- Topic: Convert tiles to rectangles
- Replies: 8
- Views: 2712
Re: Convert tiles to rectangles
An idea: that can be turned into a puzzle game, where player on some small grid with mouse somehow changes single tile grouping in an attempt to reach minimum rectangle number. For some special handpicked topology with a lot of + and with cycles it can be pretty interesting task
- Sun Jan 08, 2023 7:50 am
- Forum: Support and Development
- Topic: [Solved] Need help on a raycasting light shader
- Replies: 20
- Views: 3439
Re: [Solved] Need help on a raycasting light shader
Hmm... Measuring performance is always an interesting thing, yes :3 I noticed some problems with this method some time ago. I fired up some pretty heavy shaders and measured time like you do. And results were just the same as for shaders that do almost nothing. That made me think that love.graphics....
- Sat Jan 07, 2023 8:51 pm
- Forum: Support and Development
- Topic: [Solved] Need help on a raycasting light shader
- Replies: 20
- Views: 3439
Re: [Solved] Need help on a raycasting light shader
I would like to have a tip to easily debug this kind of thing in the shaders, because I don't know how Yes, debugging shaders is a tricky exercise: You can return some vivid colors, like red, in areas where some condition is met. You can return float values as color components. For example, there i...
- Sat Jan 07, 2023 8:03 pm
- Forum: Support and Development
- Topic: [Solved] Need help on a raycasting light shader
- Replies: 20
- Views: 3439
Re: Need help on a raycasting light shader
Its good ! Hey! Nice animation =) Also, is it possible to make with shaders something like this diagonal marching? I think that diagonal marching is a pretty clever idea for that case, when we do not have smaller shadow-casting objects. It should reduce steps count by ~16 (our tile size), but each ...
- Sat Jan 07, 2023 2:30 pm
- Forum: Support and Development
- Topic: [Solved] Need help on a raycasting light shader
- Replies: 20
- Views: 3439