Search found 65 matches

by monsieur_h
Tue Apr 16, 2013 2:45 pm
Forum: Games and Creations
Topic: A blood splatting effect demo (now with animated chicks !)
Replies: 9
Views: 3959

A blood splatting effect demo (now with animated chicks !)

Hey folks, I worked on a little experiment using canvas during my last weekend. I ended up trying to make blood splats everywhere, because blood is the coolest thing :vamp: Yet I have a decent but unsatisfying blood effect. It lacks " something " but I can't put the finger on it. As a consequence, I...
by monsieur_h
Wed Apr 03, 2013 3:03 pm
Forum: Support and Development
Topic: GLSL Nearest filter?
Replies: 7
Views: 1997

Re: GLSL Nearest filter?

Your .love doesn't seem to work. I get an error on line 1365 "cannot compile shader".

Details are:

Code: Select all

Line 10: implicit cast from float to vec2
line 11: implicit cast from vec4 to vec3
by monsieur_h
Wed Apr 03, 2013 8:37 am
Forum: Support and Development
Topic: Performance and screenSpace culling
Replies: 16
Views: 3537

Re: Performance and screenSpace culling

I used profiler.lua and KCacheGrind to visualize the logs. I found several issues with my approach: - Recomputing every AABB on each frame even if the object didn't move is silly - using a costy method to check AABB against each other But after fixing thoses I ended up with a similar problem. If it'...
by monsieur_h
Thu Mar 28, 2013 12:35 pm
Forum: General
Topic: GLSL not explained well...
Replies: 11
Views: 7524

Re: GLSL not explained well...

Neat explanation. You definetly should write on the blog about it. Would be of great use.
by monsieur_h
Thu Mar 28, 2013 11:02 am
Forum: Support and Development
Topic: Callgrinding in Löve (Helpful performance profiling utility)
Replies: 1
Views: 1455

Re: Callgrinding in Löve (Helpful performance profiling util

Necroing this topic to thank you a lot, this tool is neat and straight forward. Nothing to configure, and all useful data at fingertips!
by monsieur_h
Wed Mar 27, 2013 11:14 pm
Forum: Support and Development
Topic: Performance and screenSpace culling
Replies: 16
Views: 3537

Re: Performance and screenSpace culling

I meant more along the lines of: [some code] ... Oh, it's clearer now. :awesome: I tried it, with a slight improvement over my 3-loop-thing. But still worse than a not-culled version. As kikito adviced, I'll take a moment to investigate where the program spends most time. I strongly suspect the AAB...
by monsieur_h
Wed Mar 27, 2013 9:13 pm
Forum: Support and Development
Topic: Performance and screenSpace culling
Replies: 16
Views: 3537

Re: Performance and screenSpace culling

I assume you're talking about the culling function in particular, but you've got to be aware that table.insert and table.remove (the one you're using) are relatively slow on huge tables. Maybe there's an easy and efficient way to nil them, then remove the gaps afterwards. Alternatively, maybe a new...
by monsieur_h
Wed Mar 27, 2013 6:45 pm
Forum: Support and Development
Topic: Performance and screenSpace culling
Replies: 16
Views: 3537

Performance and screenSpace culling

Hey, I have a question of general performance that I can't solve with my humble knowledge of LOVE inner parts. I recently decided to implement a kind of RenderQueue myself, using Slither OOP library and HUMP , mainly for vectors and camera objects. In essence a RenderQueue is an object taking care o...
by monsieur_h
Sat Mar 23, 2013 10:24 am
Forum: General
Topic: Best inventory system for an RPG game
Replies: 9
Views: 6138

Re: Best inventory system for an RPG game

I've seen an interesting option in the open source remake of X-com. It's called UFO:Alien Invasion . You manage a team of 2 to 10 person with independent inventory each. So it has to be quick and simple. Every squad member has an outfit, providing armor and defining the size of the inventory. The fu...
by monsieur_h
Thu Mar 14, 2013 1:28 pm
Forum: General
Topic: blogs.love2d.org - The Official LÖVE Blogs!
Replies: 94
Views: 141665

Re: blogs.love2d.org - The Official LÖVE Blogs!

Congratulation to our writers ! Both articles are amazing and very instructive. However, I advice to use more images. This helps comprehension, especially when dealing with 2d math. The image Santos made in this very topic helped me a lot to understand the article, so I guess it could help any reade...