Search found 409 matches

by miko
Thu Jun 27, 2013 10:55 am
Forum: Support and Development
Topic: Missing modules
Replies: 1
Views: 373

Re: Missing modules

Hello, I have recently started loooking at Love and i love it but i am having problems running some samples and i wondered how i install missing modules. I get errors about missing modules leaf.lua and reload.lua. Can anyone give me some advice on how to install these missing modules on mac os x Th...
by miko
Thu Jun 27, 2013 10:52 am
Forum: Support and Development
Topic: CrossBridge (c/c++ to flash) is now open source
Replies: 10
Views: 2231

Re: CrossBridge (c/c++ to flash) is now open source

raidho36 wrote:I don't know, there's already chrome extension that runs natively and HTML5 port in development, and I honestly wouldn't like my games require Flash.
OTOH, it could run on android devices (for which native chrome extension do not work, yet).
by miko
Wed Jun 26, 2013 7:42 am
Forum: Ports
Topic: LÖVELINESS a LÖVE Chrome Extension
Replies: 126
Views: 49081

Re: LÖVELINESS a LÖVE Chrome Extension

binji wrote: I should mention that if you are using the ARM chromebook, it is still not working correctly. Too busy with work stuff to fix it properly, sorry. :-(
Does it mean that some future day my ARM-based phone or tablet (not chromebook) could play love files with chrome? That would be great!
by miko
Thu Jun 13, 2013 8:29 am
Forum: General
Topic: Lua Coroutines in games?
Replies: 4
Views: 1524

Re: Lua Coroutines in games?

severedskullz wrote:Anyone have any pointers on how to use them, using them efficiently, and using them at the right times?
It's not about a performance, but ease of use:
http://love2d.org/forums/viewtopic.php?f=5&t=14166
by miko
Mon Jun 10, 2013 11:10 am
Forum: Support and Development
Topic: Multimonitor Issue
Replies: 4
Views: 577

Re: Multimonitor Issue

Does Löve only recognize the main monitor in general? I've never tested it on a computer with more than one monitor so I never checked. If I have one with a 1440x900 display and one with a 1680x1050 display and the first one is number 1, what would getModes() return? Just up to 1440x900? FYI, on my...
by miko
Thu May 09, 2013 8:22 am
Forum: Libraries and Tools
Topic: GPU Hailstone Series
Replies: 7
Views: 1318

Re: GPU Hailstone Series

slime wrote:Changing the offending line from "if (n&1) {" to "if (mod(n, 2) == 0) {" makes it run on non-nvidia shader compilers.
Worked out, thanks! I got 1.47G cps. Almost 10x less than OP's, but still impressing.
by miko
Thu May 09, 2013 7:54 am
Forum: Libraries and Tools
Topic: GPU Hailstone Series
Replies: 7
Views: 1318

Re: GPU Hailstone Series

:cry: Error: [string "graphics.lua"]:1368: Cannot compile shader: 0:16(8): error: bit-wise operations are forbidden in GLSL 1.20 (GLSL 1.30 or GLSL ES 3.00 required). 0:16(8): error: type mismatch 0:16(8): error: if-statement condition must be scalar boolean stack traceback: [C]: in function 'newPix...
by miko
Wed May 01, 2013 8:45 pm
Forum: General
Topic: AGen
Replies: 58
Views: 18216

Re: AGen

Please try it out and let me know if you experience any issues. Works perfectly for me, even with gamepads. The only issue I have is with video mode changing. When setting from windowed to fullscreen, and then do windowed again, i get: [agen] version [1.3.10] built on [Apr 29 2013 14:03:42] startin...
by miko
Wed Apr 17, 2013 12:47 pm
Forum: Support and Development
Topic: SOLVED Checking collision between objects in multiple arrays
Replies: 23
Views: 4806

Re: Checking collision between objects in multiple arrays

Is that safe? Could the garbage collector remove the entry whilst you are iterating the table? You never know when the GC runs. If in doubt, you can: - call collectgarbage("collect") manually after removing entries from listOfObjects and before iterating listOfEnemies - manually disable GC while it...
by miko
Wed Apr 17, 2013 11:40 am
Forum: Support and Development
Topic: SOLVED Checking collision between objects in multiple arrays
Replies: 23
Views: 4806

Re: Checking collision between objects in multiple arrays

You need to remove it from both lists. That means some extra work for keeping the lists in sync. Or you could use weak tables, to the entry will be automatically removed from it when garbage collector cleans it: listOfEnemies=setmetatable({}, {__mode='v'}) listOfObjects={} do local enemy={x=10,y=10...