Search found 106 matches
- Wed Jul 22, 2015 11:10 am
- Forum: General
- Topic: spritebatch:set seems to be generating garbage
- Replies: 2
- Views: 1252
Re: spritebatch:set seems to be generating garbage
Thanks for clearing that up. Although I have one question - does Lua store local number variables to the heap as well?
- Sun Jul 19, 2015 11:22 am
- Forum: General
- Topic: spritebatch:set seems to be generating garbage
- Replies: 2
- Views: 1252
spritebatch:set seems to be generating garbage
Like the title says, it seems to be generating a decent amount of garbage. Filling as much as 512 sprites on average generates 0.01-0.02 megabytes of garbage. Is there a reason for that.
Edit: just tried checking how much garbage is generated by :add calls - none at all.
Edit: just tried checking how much garbage is generated by :add calls - none at all.
- Thu Jun 11, 2015 6:30 am
- Forum: General
- Topic: Update to LuaJIT 2.0.4?
- Replies: 9
- Views: 5870
Re: Update to LuaJIT 2.0.4?
What the hell, last time I tried switching .dlls up it resulted in crashes.slime wrote:Indeed, you can replace the version of LuaJIT normally used by LÖVE with your own right now if you want – on all operating systems.
- Wed Jun 10, 2015 4:40 pm
- Forum: General
- Topic: Update to LuaJIT 2.0.4?
- Replies: 9
- Views: 5870
Re: Update to LuaJIT 2.0.4?
Nah, gotta build that shit.Fenrir wrote:As for the lastest version lua is provided as an external library (at least on Windows), just switching the lua51.dll/so should work, no? Is there any pre-build binaries somewhere?
- Wed Jun 10, 2015 8:23 am
- Forum: General
- Topic: Batching for rectangles, points, lines?
- Replies: 9
- Views: 3771
Re: Batching for rectangles, points, lines?
calling :set on a spritebatch every frame is much more expensive than rendering a rect. It shouldn't be, especially if you use LÖVE 0.9.2. Every love.graphics.rectangle call has to upload the rectangle's vertices to the GPU and issue a draw call. The spritebatch approach just sets the values of the...
- Wed Jun 10, 2015 8:22 am
- Forum: General
- Topic: Update to LuaJIT 2.0.4?
- Replies: 9
- Views: 5870
Update to LuaJIT 2.0.4?
Like the title says, LuaJIT 2.0.4 was released somewhat recently and it has a bunch of various fixes/improvements. (http://luajit.org/changes.html)
Is there a chance you guys could update LuaJIT to 2.0.4 in 0.10.0?
Thanks in advance for the answer.
Is there a chance you guys could update LuaJIT to 2.0.4 in 0.10.0?
Thanks in advance for the answer.
- Tue Jun 09, 2015 7:03 am
- Forum: Support and Development
- Topic: Attack intervals?
- Replies: 8
- Views: 5549
Re: Attack intervals?
You could also make a global variable called curTime, for example, and increase it's value by deltaTime in love.update. Then when you need to delay something, you just assign a variable on the object, ie. object.delayUntilAction = curTime + 0.2 Since curTime is incremented by the delta time, 0.2 is ...
- Fri Jun 05, 2015 4:52 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 411491
Re: "Questions that don't deserve their own thread" thread
Is there a way to have a spritebatch use nearest filtering instead of linear? Setting the filter mode to nearest on the texture I wish to use on the spritebatch doesn't seem to work. (ie still uses linear) SpriteBatches are just collections of vertices. Filtering modes are only applied to textures,...
- Thu Jun 04, 2015 6:50 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 411491
Re: "Questions that don't deserve their own thread" thread
Is there a way to have a spritebatch use nearest filtering instead of linear? Setting the filter mode to nearest on the texture I wish to use on the spritebatch doesn't seem to work. (ie still uses linear)
- Fri Apr 10, 2015 6:28 pm
- Forum: General
- Topic: Batching for rectangles, points, lines?
- Replies: 9
- Views: 3771
Re: Batching for rectangles, points, lines?
Because in the situation that I need to use rects in, that's still slower. I wouldn't be asking for a pointbatch if I didn't know what I was talking about. OK then. What's the issue with a sprite batch of a 1x1 image with the width + height of the rectangle as scale? It works fine for many thousand...