Search found 3071 matches
- Wed Jun 22, 2011 1:44 am
- Forum: Libraries and Tools
- Topic: Event library thing
- Replies: 0
- Views: 2765
Event library thing
I made this for my games and thought I'd share. It's a library designed to help with events! It's very similar to what Vendetta Online has because that's what I'm used to. GitHub page with download link Usage isn't too complicated. It's nearly identical to the above link to what Vendetta does, with ...
- Tue Jun 21, 2011 3:20 pm
- Forum: Support and Development
- Topic: NVIDIA - Image is not displayed
- Replies: 2
- Views: 1836
Re: NVIDIA - Image is not displayed
Some video cards, especially older ones and Intel GMA chips, suffer from PO2_Syndrome . You'll have to make sure all your images have power-of-two dimensions (1024x512, etc) for them to show up on all video cards. LÖVE 0.8.0 will solve this issue by internally padding non-power-of-two images on syst...
- Tue Jun 21, 2011 6:23 am
- Forum: Support and Development
- Topic: Tearing my hair out over collision
- Replies: 4
- Views: 2517
Re: Tearing my hair out over collision
pairs will still iterate over integer keys but the order in which it does so is not guaranteed and it will also iterate over anything else in the table, so yes, use ipairs on array-tables.
- Tue Jun 21, 2011 6:08 am
- Forum: General
- Topic: GUI libraries...
- Replies: 43
- Views: 12515
GUI libraries...
There are currently no decent GUI libraries available to use, as far as I can tell; goo is incomplete and buggy, RPG's lQuery thing is incomplete and has odd hardcoded russian bitmap fonts, and LoveUI hasn't even been updated for LÖVE 0.7.0. Hardcoding a custom UI or menu system is a pain, especiall...
- Mon Jun 20, 2011 1:06 pm
- Forum: Support and Development
- Topic: Reduce memory usage by consolidating tiles.
- Replies: 15
- Views: 4962
Re: Reduce memory usage by consolidating tiles.
It's actually 792 KB.kikito wrote:Code: Select all
405.854 * 4 = 811.708 bytes = 792 MB
- Sun Jun 19, 2011 4:09 pm
- Forum: Support and Development
- Topic: Un-able to distribute the game properly (Windows)
- Replies: 4
- Views: 2467
Re: Un-able to distribute the game properly (Windows)
Did you try the first or second copy operation? I think
is the correct one.
Code: Select all
copy /b love.exe+game.love game.exe
- Sun Jun 19, 2011 1:03 pm
- Forum: Support and Development
- Topic: Resource management
- Replies: 6
- Views: 1940
Re: Resource management
As far as I know, userdata (C/C++ functions or objects), strings, and tables are referenced, and everything else is copied. You definitely don't need to worry about it as much as you would in C++ though.
- Sun Jun 19, 2011 12:57 am
- Forum: Support and Development
- Topic: Fast way to draw large number of quads?
- Replies: 14
- Views: 6277
Re: Fast way to draw large number of quads?
With framebuffers I recommend creating one just a little bit larger than the screen size (or the next biggest power-of-two), there's no need to draw tiles that aren't currently on the screen. You would then re-draw to the framebuffer if the tiles have changed (which won't happen very often, relative...
- Fri Jun 17, 2011 12:22 pm
- Forum: Support and Development
- Topic: Performance Question
- Replies: 12
- Views: 3017
Re: Performance Question
While there are certainly a lot of optimizations to be done in order for LÖVE to take full advantage of the GPU, it is definitely not the least performant 2d framework out there.
- Mon Jun 13, 2011 7:08 pm
- Forum: General
- Topic: Creating shortcut functions, is it bad form?
- Replies: 8
- Views: 1760
Re: Creating shortcut functions, is it bad form?
How is that different from doing
?
I do a final optimization step in my code by doing the above, but localizing them to key blocks of code.
Code: Select all
rectangle = love.graphics.rectangle
color = love.graphics.setColor
I do a final optimization step in my code by doing the above, but localizing them to key blocks of code.