Search found 1552 matches

by pgimeno
Mon Apr 08, 2019 11:00 am
Forum: Support and Development
Topic: Performance of the function love.graphics.stencil
Replies: 4
Views: 424

Re: Performance of the function love.graphics.stencil

Used this way, yes it's slow. It's switching to stencil mode, drawing to the stencil, then switching to drawing mode and drawing to the screen, for every rectangle you're drawing, and that prevents parallelism. Perhaps you could try to make it in two passes, first drawing everything to the stencil b...
by pgimeno
Sun Apr 07, 2019 6:22 pm
Forum: Support and Development
Topic: GUI with good keyboard/gamepad support?
Replies: 5
Views: 257

Re: GUI with good keyboard/gamepad support?

I think Luigi meets the requisites. Not sure of the current status of it though. Edit: It seems updated to 11.1.
by pgimeno
Sun Apr 07, 2019 11:26 am
Forum: Libraries and Tools
Topic: General Purpose Grid Editor - it edits levels
Replies: 16
Views: 2360

Re: General Purpose Grid Editor - it edits levels

I missed the wiki and now it's gone :(
by pgimeno
Fri Apr 05, 2019 9:45 pm
Forum: General
Topic: Game like Overwhelm
Replies: 11
Views: 560

Re: Game like Overwhelm

bump uses spatial hashing. With a conveniently chosen grid size, I don't think the number of objects is going to have a big influence on speed, if at all.
by pgimeno
Fri Apr 05, 2019 10:44 am
Forum: General
Topic: 11.0 bugs
Replies: 45
Views: 6828

Re: 11.0 bugs

Could we have the embedded boot.lua include the empty lines in the original source? The space difference is negligible, and it helps a lot understanding errors when they happen in boot.lua, because otherwise the line numbers don't match the source. diff -r 04b3d1aa9e34 src/scripts/auto.lua --- a/src...
by pgimeno
Fri Apr 05, 2019 12:30 am
Forum: General
Topic: Game like Overwhelm
Replies: 11
Views: 560

Re: Game like Overwhelm

The limit is actually 1GB in x64 Linux, see https://stackoverflow.com/questions/351 ... -platforms. With LuaJIT 2.1 and GC64, the limit is 128 TB. Not sure if you can compile LÖVE with that, but I imagine it's possible.
by pgimeno
Thu Apr 04, 2019 3:37 pm
Forum: Support and Development
Topic: UDP networking for multiplayer game
Replies: 30
Views: 2742

Re: UDP networking for multiplayer game

Um, yeah, I haven't used UDP that much :oops: (but there's another way, to forge sender addresses)
by pgimeno
Thu Apr 04, 2019 3:07 pm
Forum: Support and Development
Topic: UDP networking for multiplayer game
Replies: 30
Views: 2742

Re: UDP networking for multiplayer game

There's a reason why it's not so easy for a server to determine its own IP address: there may be several network interfaces in the machine, each with its own IP, and even one single network interface can have several IP addresses. When the bind address is 0.0.0.0 (all interfaces), which address is u...
by pgimeno
Fri Mar 29, 2019 1:43 pm
Forum: General
Topic: allow mounting argument paths.
Replies: 7
Views: 812

Re: allow mounting argument paths.

There's also https://github.com/linux-man/lovefs which is an alternative API. You lose some advantages of love.filesystem. but gain a good bunch of new functions.