Search found 1459 matches
- Sun Jun 26, 2011 7:26 pm
- Forum: Support and Development
- Topic: Alternative tile implementation
- Replies: 46
- Views: 10772
Re: Alternative tile implementation
From my experiences with Isome, spritebatches proved to be better for this situation in every way (faster, less memory, more compatible). Just keep in mind that this works best for static stuff (remaking a huge spritebatch can be slow) - anything that moves or interacts are better with regular draw...
Re: LoveJIT
Will LöveJIT be a part of official LÖVE builds in the future?
- Sun Jun 26, 2011 5:48 pm
- Forum: Support and Development
- Topic: Alternative tile implementation
- Replies: 46
- Views: 10772
Re: Alternative tile implementation
Indeed I do. Good to know, thanks!slime wrote:There is a bug in the current version of LÖVE which prevents spritebatches from working on integrated intel cards. Perhaps you'll be able to use SB's in 0.8.0, if you have an Intel card.
- Sun Jun 26, 2011 5:09 pm
- Forum: Support and Development
- Topic: Alternative tile implementation
- Replies: 46
- Views: 10772
Re: Alternative tile implementation
Framebuffer support is the big question mark here. Some people don't support very large framebuffers, or even no framebuffers at all. Also, if you want to use FBs, you will probably need to make them both square and PO2 to maximize your audience. Really? My computer can't handle SpriteBatches at al...
- Sun Jun 26, 2011 2:43 pm
- Forum: Support and Development
- Topic: Alternative tile implementation
- Replies: 46
- Views: 10772
Alternative tile implementation
Hi lövers! I've been thinking about an alternative way of implementing fine tile-scrolling, that basically works like this: At start of a level in a game, the entire level's tiles are drawn to a framebuffer (which will be larger than the screen) which is then saved and kept untouched for the rest of...
- Sat Jun 25, 2011 5:28 am
- Forum: Support and Development
- Topic: mapPixel() is very slow
- Replies: 9
- Views: 3389
Re: mapPixel() is very slow
I'm guessing mapPixel() can still be useful, even on larger areas, if you edit an image like once, or only every once in a while, and then reuse the old one all the other frames. In TC:s example, you could probably improve performance a lot by only creating a new image when the mouse is actually mo...
- Fri Jun 24, 2011 6:31 pm
- Forum: Support and Development
- Topic: mapPixel() is very slow
- Replies: 9
- Views: 3389
Re: mapPixel() is very slow
I'm guessing mapPixel() can still be useful, even on larger areas, if you edit an image like once, or only every once in a while, and then reuse the old one all the other frames. In TC:s example, you could probably improve performance a lot by only creating a new image when the mouse is actually mov...
- Fri Jun 24, 2011 4:34 pm
- Forum: Support and Development
- Topic: mapPixel() is very slow
- Replies: 9
- Views: 3389
Re: mapPixel() is very slow
I'm not sure about all the stuff you're doing in this example, as I'm new to LÖVE myself. However, I can't help but to note something in your love.update(dt). You do love.graphics.newImage() twice. I used to be and Android programmer, and from that I learnt one thing: Never, ever, create new objects...
- Fri Jun 24, 2011 9:44 am
- Forum: Support and Development
- Topic: A Guide to Getting Started with Love2D
- Replies: 35
- Views: 10386
Re: A Guide to Getting Started with Love2D
Just want to point out that gedit has full support for lua and comes preinstalled on Ubuntu and similar Linuxes.
- Thu Jun 23, 2011 5:05 am
- Forum: Support and Development
- Topic: Double pixel size?
- Replies: 9
- Views: 2580
Re: Double pixel size?
The template I've been working on does this for me. But it uses framebuffers for scaling all the 1:1 pixel stuff. Could you be a little bit more specific? Drawing the text on a framebuffer and then scaling that up would be a good solution to me. But how do you set the FilterMode of a Framebuffer? I...