Search found 2619 matches

by zorg
Tue Jul 09, 2019 11:29 am
Forum: General
Topic: is Love2D suitable for a serious game?
Replies: 12
Views: 2588

Re: is Love2D suitable for a serious game?

sphyrth wrote:
Tue Jul 09, 2019 11:18 am
Bump
Please don't bump years old topics.
by zorg
Sun Jul 07, 2019 1:12 pm
Forum: General
Topic: Custom map loading technique
Replies: 27
Views: 866

Re: Custom map loading technique

Do note that frustum culling doesn't include your own logic things being applied to things outside the current viewport, as in, the part of your map that's currently visible in the window, so that's another thing you might want to implement, or not, depending on what your goals are. That said, most ...
by zorg
Sat Jul 06, 2019 8:13 pm
Forum: Support and Development
Topic: Need help with selective collision detection
Replies: 14
Views: 412

Re: Need help with selective collision detection

Re: the table thing, as has been stated previously, regular tables already have the functionality you want: menu = {} -- table containing menu items menu[1] = {} -- make first menu item a table so it can have multiple properities menu[1].x = 10 -- this is one way of accessing a table's field menu[1]...
by zorg
Sat Jul 06, 2019 3:32 am
Forum: Support and Development
Topic: Need help with selective collision detection
Replies: 14
Views: 412

Re: Need help with selective collision detection

Yes, that's exactly what pgimeno's code did above your post.
by zorg
Tue Jul 02, 2019 7:08 pm
Forum: Support and Development
Topic: Do these memory management techniques work in Lua?
Replies: 4
Views: 265

Re: Do these memory management techniques work in Lua?

First, your links are errorenous, you should delete the "//url" from the end of them; Second, we could also add the SoA vs AoS debate into the mix as well, or whether ECS is more performant than OOP or not. Anyway, you need to know that Löve by default uses LuaJIT, which is a just in time compiler t...
by zorg
Tue Jul 02, 2019 5:17 am
Forum: Games and Creations
Topic: please help: flickering sprites and hickup/tug in background scroll
Replies: 5
Views: 336

Re: please help: flickering sprites and hickup/tug in background scroll

As pgimeno said above, you could solve those issues by math.floor-ing the coordinates for drawing things, that might reduce flicker, although it may look "less smooth" in the process; zooming with whole numbers, and not using nearest-neighbor filtering. Also, as long as the framerate is higher or eq...
by zorg
Fri Jun 28, 2019 3:14 pm
Forum: Support and Development
Topic: A Question about SpriteBatch and Maxsprites
Replies: 3
Views: 1122

Re: A Question about SpriteBatch and Maxsprites

The SpriteBatchUsage page says that the 'static' type means "The object will not be modified after initial sprites or vertices are added." To me, it's not that clear-cut whether that means that one can't even call the set method on sprite objects defined when the batch was created, or just that one ...
by zorg
Mon Jun 24, 2019 12:15 pm
Forum: Support and Development
Topic: [SOLVED] How Does the 11.x RGBA Work?
Replies: 1
Views: 1433

Re: How Does the 11.x RGBA Work?

new = old / 255 0/255 = 0 255/255 = 1 Simple math, and it approximates it almost perfectly. So, if i can divide right with the google machine, 215/255 is about 0.843... then again, you can just write 215/255 as well. Not sure why you're mixing the old and new ranges though, since your alpha of one i...
by zorg
Sat Jun 22, 2019 3:07 pm
Forum: Support and Development
Topic: Multi-layer Background
Replies: 2
Views: 1655

Re: Multi-layer Background

If the images are too big, you might be running out of texture memory; sadly, without you sharing all the necessary information (code and assets, but preferably as a .love file of a minimal example where it still happens), the only thing we can do is just guess.
by zorg
Fri Jun 21, 2019 3:46 pm
Forum: Support and Development
Topic: A question about music
Replies: 13
Views: 3229

Re: A question about music

So in the end, a baseline could be something like this: local music = {} local music_volume = 0.5 local current_music = 0 local count_music = 11 function love.load() for i=0,count_music-1 do music[i] = love.audio.newSource("music/mus_".. i ..".mp3", "stream" ) music[i]:setVolume(music_volume) end mu...