Search found 2703 matches

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: 719

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: 719

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: 575

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: 1151

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: 367

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: 24873

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: 1908

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: 394

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.
by slime
Fri Jan 05, 2018 12:15 pm
Forum: Support and Development
Topic: Handle High DPI displays on windows
Replies: 3
Views: 495

Re: Handle High DPI displays on windows

davisdude wrote:
Fri Jan 05, 2018 3:47 am
It looks like this will be fixed in 0.11.0
Unfortunately LÖVE still doesn't support high dpi on Windows, since SDL doesnt support it yet (because Microsoft's high dpi / dpi scaling APIs are hard to work with and can't replicate the functionality of other major operating systems).
by slime
Mon Jan 01, 2018 4:19 pm
Forum: Support and Development
Topic: BUG in touch/mouse callbacks on Windows
Replies: 4
Views: 515

Re: BUG in touch/mouse callbacks on Windows

love uses SDL for input, and SDL's touch/mouse event code on Windows uses Microsoft's Windows APIs pretty directly. This might be an issue with Windows or your touchscreen's drivers.