Search found 6382 matches

by Robin
Wed Feb 24, 2016 9:43 pm
Forum: General
Topic: love.math.noise
Replies: 5
Views: 1065

Re: love.math.noise

What if you try love.math.noise(i/10) ?
by Robin
Wed Feb 24, 2016 11:36 am
Forum: Libraries and Tools
Topic: bitser: faster, harder, better serialization with LuaJIT
Replies: 16
Views: 7318

Re: bitser: faster, harder, better serialization with LuaJIT

bitser now re-uses its internal buffer, decimating overhead for repeated serialization/deserialization I'll have to compare performance to msgpack. The repo includes a main.lua which is a benchmark framework to compare bitser to other serializers, including lua-MessagePack. I think you'll find that...
by Robin
Sat Feb 20, 2016 2:39 pm
Forum: Libraries and Tools
Topic: bitser: faster, harder, better serialization with LuaJIT
Replies: 16
Views: 7318

Re: bitser: faster, harder, better serialization with LuaJIT

Thanks!

Huh, the links worked for me. Maybe I should replace them then.
by Robin
Wed Feb 17, 2016 11:27 am
Forum: Support and Development
Topic: Keyword-based text parser, anyone?
Replies: 3
Views: 603

Re: Keyword-based text parser, anyone?

That's possible, but the player does not know the word list, and so the output could be confusing. Although you could easily change that later, so maybe first make the simplest thing that works, and if the players start complaining, you can work on doing something fancier. ;)
by Robin
Wed Feb 17, 2016 10:59 am
Forum: Support and Development
Topic: Keyword-based text parser, anyone?
Replies: 3
Views: 603

Re: Keyword-based text parser, anyone?

I see two ways to go about this: 1. Some kind of parsing, which is hard to do and very brittle. It's possible to do, but... I don't recommend it at this stage. Especially if you want the NPC to talk back. 2. Keep a word list, like you talked about, and use yourphrase:find(word) for every word in the...
by Robin
Wed Feb 17, 2016 10:16 am
Forum: Libraries and Tools
Topic: bitser: faster, harder, better serialization with LuaJIT
Replies: 16
Views: 7318

Re: bitser: faster, harder, better serialization with LuaJIT

Is it possible to register custom classes that don't use libraries you mentioned? I prefer to create classes on a case by case basis, so don't use outside libraries. It depends on how exactly you use it. Bitser has to heuristically detect how the class works and how to construct instances when load...
by Robin
Tue Feb 16, 2016 9:46 pm
Forum: General
Topic: New Icons
Replies: 77
Views: 24234

Re: New Icons

S0lll0s wrote:On my Linux that looked really weird, bunch of static noise / artifacts in a rectangle box around the Text. Not sure whether thats because of something you do wrong (like drawing canvas to itself), a love bug or a driver issue...
Same, on Windows 10.
by Robin
Tue Feb 16, 2016 9:43 pm
Forum: Support and Development
Topic: Loading/saving a table??
Replies: 6
Views: 1637

Re: Loading/saving a table??

Hi Robin, I'm using Ser in my game, I found it the most straight forward serialzer out there. Thank you for that. That's great to hear! Your new binary serialzer sounds intriguing, but alas I don't know much about this. Will a binary file be readable across different platforms? It should, although ...
by Robin
Tue Feb 16, 2016 2:31 pm
Forum: Support and Development
Topic: Loading/saving a table??
Replies: 6
Views: 1637

Re: Loading/saving a table??

Hello! I'm the author of Ser (as well as Lady, Smallfolk and, as of recently, bitser). First question: does it need to be a text file or is a binary file OK? If it needs to be a text file, Ser is indeed a good idea. You'd use it like this: local serialize = require 'ser' --when saving a game: love.f...
by Robin
Tue Feb 16, 2016 12:49 pm
Forum: Libraries and Tools
Topic: bitser: faster, harder, better serialization with LuaJIT
Replies: 16
Views: 7318

Re: bitser: faster, harder, better serialization with LuaJIT

It uses a custom binary format that is optimized for size and writing time. Here's an overview of each initial byte: 0 * * * * * * * -> small int 1 0 * * * * * * -> small ref 1 1 0 * * * * * -> small string [data:byte * rest] 1 1 1 0 * * * * -> small res [label:byte * rest] 1 1 1 1 0 0 0 0 -> table ...