Search found 587 matches

by grump
Tue Mar 26, 2019 12:45 am
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 1999

Re: Threads in graphics module

If you use love.graphics functions, methods, and objects in other threads it will cause crashes in the best case, or a slow and hard-to-track eventual corruption of your game's memory in the worst case. If I disabled the window module in love.conf and replaced love.run, and never accessed any graph...
by grump
Mon Mar 25, 2019 4:34 pm
Forum: General
Topic: Threads in graphics module
Replies: 3
Views: 1999

Re: Threads in graphics module

Can I assume it's safe to use as long as I don't do anything that might cause concurrency issues The documentation says "can only be used in the main thread", so the only thing you can assume here is that it doesn't work reliably if you still do it. You can always run into trouble when accessing a ...
by grump
Mon Mar 25, 2019 2:21 pm
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 25
Views: 18532

Re: polyamory - Multi-version LÖVE

Just pushed another update, but only for Linux. There was a version conflict in a library that prevented 0.10.x games from starting on some systems.
by grump
Mon Mar 25, 2019 9:01 am
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 25
Views: 18532

Re: polyamory - Multi-version LÖVE

Umm, so this XLetv63.png image is not part of the polyarmory? Not anymore, it looks different now. And I never claimed that there is no version selection screen, only that the ultimate goal is to have none. It's only being shown when a game has no conf.lua with version information anyway. It's also...
by grump
Mon Mar 25, 2019 8:17 am
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 25
Views: 18532

Re: polyamory - Multi-version LÖVE

I mean the version selection thingy. Me too. The goal is to have no version selection at all, and reliably auto-detect the required version. It already does a pretty good job in this regard, by comparing file creation dates with LÖVE release dates. Manual version selection is just for the occasiona...
by grump
Mon Mar 25, 2019 7:35 am
Forum: Support and Development
Topic: Encryption and stuff [SOLVED]
Replies: 6
Views: 1415

Re: Encryption and stuff

Also, if you do end up using one from there, you'll probably need to rewrite it because they may use features not available with LuaJIT/ Ah yes, I did not realize it's for Lua 5.3. Just picked the first decently looking result from Google. "Rewrite" is a bit of a hyperbole, it looks like it's just ...
by grump
Mon Mar 25, 2019 7:30 am
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 25
Views: 18532

Re: polyamory - Multi-version LÖVE

yetneverdone wrote:
Mon Mar 25, 2019 5:55 am
What if users want to provide their own ui? Maybe have the api easy for that?
The ultimate goal for this project is to never see a UI at all, so I'd rather put my efforts towards that instead.
by grump
Sun Mar 24, 2019 9:37 pm
Forum: Support and Development
Topic: Encryption and stuff [SOLVED]
Replies: 6
Views: 1415

Re: Encryption and stuff

something easy to use but enough secure to protect data from dataminers or hackers (and maybe for some multiplayer game) This looks decent , and is pure Lua code. Pick one of the faster cryptos. Protection from a dedicated hacker is unattainable. Particularly for a game written in a script language...
by grump
Sun Mar 24, 2019 6:21 pm
Forum: Support and Development
Topic: Encryption and stuff [SOLVED]
Replies: 6
Views: 1415

Re: Encryption and stuff

There is no built-in API for encryption. What do you need it for, how secure does it have to be?
by grump
Sun Mar 24, 2019 5:32 pm
Forum: Games and Creations
Topic: polyamory - Multi-version LÖVE
Replies: 25
Views: 18532

Re: polyamory - Multi-version LÖVE

Ah, you have spaces in the path to love.exe, right? I only fixed it for the path to the .love file, ugh. Thinking is hard, sorry. I'll fix that.

Edit: hopefully fixed now in version 0.4.2