Search found 131 matches

by Sasha264
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...
by Sasha264
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...
by Sasha264
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...
by Sasha264
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...
by Sasha264
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 ...
by Sasha264
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 :P
by Sasha264
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....
by Sasha264
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...
by Sasha264
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 ...
by Sasha264
Sat Jan 07, 2023 2:30 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

Bigfoot71 wrote: Sat Jan 07, 2023 1:01 pm ...it is simply necessary to modify `float passed = 0` by `float passed = 0.0` I suppose.
Exactly! My mistake. I fixed my original post. Some systems can be capricious about these 0 vs 0.0 vs 0.0f things for floats...