Search found 248 matches

by arampl
Sat Mar 07, 2015 4:04 am
Forum: Support and Development
Topic: Strings to numbers
Replies: 3
Views: 915

Re: Strings to numbers

I thought tonumber(a) serves this purpose, and # is for element count in the table. Am I wrong?
by arampl
Fri Mar 06, 2015 10:05 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1709
Views: 603246

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, ...
by arampl
Thu Mar 05, 2015 7:59 am
Forum: Support and Development
Topic: Bump collision issues
Replies: 3
Views: 677

Re: Bump collision issues

You're welcome. I'm always glad to help.
by arampl
Wed Mar 04, 2015 11:51 pm
Forum: Support and Development
Topic: Bump collision issues
Replies: 3
Views: 677

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)
by arampl
Wed Mar 04, 2015 5:07 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1709
Views: 603246

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

I'm experimenting with Beziers and blur shaders.
bezier.png
bezier.png (54.94 KiB) Viewed 1462 times
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/
by arampl
Sun Dec 28, 2014 4:17 am
Forum: General
Topic: Male or Female
Replies: 15
Views: 3871

Re: Male or Female

First programmer in the world:

http://en.wikipedia.org/wiki/Ada_Lovelace

(not counting Eve, of course)
by arampl
Wed Dec 10, 2014 3:20 am
Forum: Support and Development
Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Replies: 46
Views: 8501

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.
by arampl
Mon Dec 08, 2014 2:30 pm
Forum: Support and Development
Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Replies: 46
Views: 8501

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...
by arampl
Sun Dec 07, 2014 2:06 pm
Forum: Support and Development
Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Replies: 46
Views: 8501

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.)
by arampl
Sun Dec 07, 2014 2:02 pm
Forum: Support and Development
Topic: Wrappers for glReadPixel, glColor3uiv / glColor4uiv
Replies: 46
Views: 8501

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.