Search found 2705 matches

by slime
Sat Mar 03, 2018 2:25 pm
Forum: Support and Development
Topic: Why is this slow on mobile ? (with love file)
Replies: 9
Views: 1071

Re: Why is this slow on mobile ? (with love file)

Also yes, you should build love in Release mode if you want to measure performance, the C++ code will be orders of magnitude slower in debug mode compared to release mode.
by slime
Sat Mar 03, 2018 2:19 pm
Forum: Support and Development
Topic: Why is this slow on mobile ? (with love file)
Replies: 9
Views: 1071

Re: Why is this slow on mobile ? (with love file)

There are almost 400 draw calls per frame after opening the game (measured using love.graphics.getStats at the end of love.draw). Mobile devices can usually only handle a draw call count in the low hundreds at best, I'd start by optimizing that. The bump_debug.draw call generates ~250 draw calls jus...
by slime
Fri Mar 02, 2018 8:02 pm
Forum: Support and Development
Topic: [0.10.2] love.math.compress/decompress seems to be leaking memory
Replies: 11
Views: 895

Re: [0.10.2] love.math.compress/decompress seems to be leaking memory

For reference, if you need to use love.math.compress in 0.10.2 and want to fix the memory leak in love's source:

in the w_compress function in src/modules/math/wrap_Math.cpp, add

Code: Select all

cdata->release();
below the luax_pushtype(L, MATH_COMPRESSED_DATA_ID, cdata); call and above the 'return 1;'.
by slime
Thu Mar 01, 2018 11:12 pm
Forum: Support and Development
Topic: [0.10.2] love.math.compress/decompress seems to be leaking memory
Replies: 11
Views: 895

Re: [0.10.2] love.math.compress/decompress seems to be leaking memory

There is a memory leak in love.math.compress in 0.10.2, it's already been fixed in the upcoming 0.11.
by slime
Sun Feb 18, 2018 6:11 pm
Forum: General
Topic: Poor mobile support?
Replies: 4
Views: 737

Re: Poor mobile support?

It was experimental up until version 0.10.0 (late 2015), it is not anymore.
by slime
Fri Feb 16, 2018 9:51 pm
Forum: Support and Development
Topic: luajit - attempt to index global 'love' (a nil value)
Replies: 18
Views: 1352

Re: luajit - attempt to index global 'love' (a nil value)

Bytecode as generated by LuaJIT string.dump() is portable: The generated bytecode is portable and can be loaded on any architecture that LuaJIT supports, independent of word size or endianess. However the bytecode compatibility versions must match. If you always bundle the LuaJIT library with your ...
by slime
Mon Jan 29, 2018 12:08 pm
Forum: Support and Development
Topic: Using mirrored quads in a spritebatch?
Replies: 4
Views: 459

Re: Using mirrored quads in a spritebatch?

You can apply the mirroring by using a negative scale parameter in SpriteBatch:add (rather than love.graphics.draw).
by slime
Sun Jan 28, 2018 6:05 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 26582

Re: Post-0.10.0 feature wishlist

Can you just do something like this?

Code: Select all

function restart()
    love.event.quit("restart")
    restarting = true
end

function love.quit()
    if restarting then return end

    -- other code does whatever, here.
end
by slime
Sun Jan 07, 2018 4:45 pm
Forum: Support and Development
Topic: Garbage collector stops the game[or probably disk access]
Replies: 24
Views: 2404

Re: Garbage collector stops the game

Your chunk code reads data from the hard drive and parses it when it loads in a new chunk, and it serializes and saves data to the hard drive when it unloads an old chunk. It does both of those quite frequently when you move. This will be very slow regardless of what language you use (and even if it...
by slime
Sat Jan 06, 2018 10:56 pm
Forum: Support and Development
Topic: Hiding cursor at load
Replies: 2
Views: 457

Re: Hiding cursor at load

You could try calling love.event.pump() right after the setVisible call. I'm not positive it'll help, but it's worth a shot.