Search found 248 matches
- Sat Mar 07, 2015 4:04 am
- Forum: Support and Development
- Topic: Strings to numbers
- Replies: 3
- Views: 1174
Re: Strings to numbers
I thought tonumber(a) serves this purpose, and # is for element count in the table. Am I wrong?
- Fri Mar 06, 2015 10:05 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1726
- Views: 765914
Re: What's everyone working on? (tigsource inspired)
I'm bringing my apologizes if this counts as double-posting but I need to reply. Found it interesting that you used a stencil to confine the blur to the shape. Cleaver! Actually this is a common technique in vector graphics. I've learned this sometime ago when studying SVG or playing with Inkscape, ...
- Thu Mar 05, 2015 7:59 am
- Forum: Support and Development
- Topic: Bump collision issues
- Replies: 3
- Views: 788
Re: Bump collision issues
You're welcome. I'm always glad to help.
- Wed Mar 04, 2015 11:51 pm
- Forum: Support and Development
- Topic: Bump collision issues
- Replies: 3
- Views: 788
Re: Bump collision issues
Try to change line 35 in the player.lua to:
world.bump:add(self, 0, 0, math.floor(self.width / 3), self.height)
world.bump:add(self, 0, 0, math.floor(self.width / 3), self.height)
- Wed Mar 04, 2015 5:07 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1726
- Views: 765914
Re: What's everyone working on? (tigsource inspired)
I'm experimenting with Beziers and blur shaders.
UPDATE: faster blur shader (now uses built-in variable VaryingTexCoord)
UPDATE2: added self-intersecting bezier (right click close to point and drag)
REFERENCE on blur used: http://xissburg.com/faster-gaussian-blur-in-glsl/
UPDATE: faster blur shader (now uses built-in variable VaryingTexCoord)
UPDATE2: added self-intersecting bezier (right click close to point and drag)
REFERENCE on blur used: http://xissburg.com/faster-gaussian-blur-in-glsl/
- Sun Dec 28, 2014 4:17 am
- Forum: General
- Topic: Male or Female
- Replies: 15
- Views: 4282
Re: Male or Female
First programmer in the world:
http://en.wikipedia.org/wiki/Ada_Lovelace
(not counting Eve, of course)
http://en.wikipedia.org/wiki/Ada_Lovelace
(not counting Eve, of course)
- Wed Dec 10, 2014 3:20 am
- Forum: Support and Development
- Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
- Replies: 46
- Views: 10582
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Actually I've started with my own engine and ended up with using LÖVE for most part of it.
- Mon Dec 08, 2014 2:30 pm
- Forum: Support and Development
- Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
- Replies: 46
- Views: 10582
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
I'm already using SQL on my main job for several years so know language well enough. Fair, I really can't understand how to live without SQL now! In any project. SQLite is fast, cross-platform, compact, flexible and powerfull. Project will come with standard assets database (textures, sounds, models...
- Sun Dec 07, 2014 2:06 pm
- Forum: Support and Development
- Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
- Replies: 46
- Views: 10582
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
And about content generation in my project: planned tileable texture creation (like in Allegorithmic's "Substance Designer" & friends + cubemaps creation, procedural vector graphics, etc.)
- Sun Dec 07, 2014 2:02 pm
- Forum: Support and Development
- Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
- Replies: 46
- Views: 10582
Re: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
One more thing.
Of course I would like to see sqlite integration, but already read here on the forums that it is not possible, so I will use customized version of framework.
Of course I would like to see sqlite integration, but already read here on the forums that it is not possible, so I will use customized version of framework.