Search found 106 matches
- Fri Apr 10, 2015 4:00 pm
- Forum: General
- Topic: Batching for rectangles, points, lines?
- Replies: 9
- Views: 3770
Re: Batching for rectangles, points, lines?
Why not draw to a canvas and only redraw to the canvas when the GUI layout changes? You can batch rectangles & lines really easily: add a 1x1 pixel image with the desired width/height/rotation to a spritebatch. Because in the situation that I need to use rects in, that's still slower. I wouldn'...
- Fri Apr 10, 2015 2:21 pm
- Forum: General
- Topic: Batching for rectangles, points, lines?
- Replies: 9
- Views: 3770
Batching for rectangles, points, lines?
I remember there was a user-made library called "pointbatch" which allowed batching things like rectangle and points, though I'm not sure whether it works in the newest version anymore. Is there a possibility you guys could make it an actual thing and add something like that natively to lo...
- Tue Mar 31, 2015 9:08 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498654
Re: What's everyone working on? (tigsource inspired)
Thanks for the insight - I suppose by LightData you mean ImageData for a light image? I can't find anything called LightData. Yeah, whoops, typo, meant ImageData. Also, just to give you an idea of how fast it is, on a 1080p monitor, an i5 4670 + R9 290 and a 25x25 pixel over-compute (where each pix...
- Tue Mar 31, 2015 4:10 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498654
Re: What's everyone working on? (tigsource inspired)
And how do you serialize the world/map across threads? The "flat" table limitation still keeps me from doing multi-threading. I write the lighting which I want computed into a ImageData object, since it's userdata, it's shared between threads, and no duplicates are required. So upon initi...
- Mon Mar 30, 2015 5:55 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498654
Re: What's everyone working on? (tigsource inspired)
Hooray for multithreaded colored lighting! What exactly do the seperate threads do? It computes the lighting on a separate thread, obviously. Basically the way it works is the main thread sends a request for light computation and then goes on to draw other stuff. Once it's done drawing other stuff,...
- Mon Mar 30, 2015 4:28 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498654
Re: What's everyone working on? (tigsource inspired)
Hooray for multithreaded colored lighting!
- Sun Dec 14, 2014 9:06 am
- Forum: Support and Development
- Topic: LÖVE framerate stutters?
- Replies: 37
- Views: 24158
Re: LÖVE framerate stutters?
For people who have this problem because of the fixed framerate setting the app to fullscreen solves it. I am not sure about the garbage collector. The GC can contribute to stuttering, because LOVE's default step sizes and collection frequency is a bit strange and manually adjusting the step size n...
- Fri Dec 12, 2014 11:14 am
- Forum: Support and Development
- Topic: LÖVE framerate stutters?
- Replies: 37
- Views: 24158
Re: LÖVE framerate stutters?
Here's something that might interest you guys - over the time I've worked with LOVE2D, I noticed that the garbage collector is the main offender when it comes to random stuttering with a locked framerate of 60. I have an i5 4670 and a R9 290 and I had the same issue. You can partially solve the issu...
- Thu Sep 18, 2014 7:48 am
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 411219
Re: "Questions that don't deserve their own thread" thread
The concept behind a LÖVE SpriteBatch is a little different from the concept behind an XNA SpriteBatch, even though they have the same name. LÖVE's can get drastically better performance in many situations as a result, but they're slightly less flexible. Switching between different textures within ...
- Thu Sep 18, 2014 6:10 am
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 411219
Re: "Questions that don't deserve their own thread" thread
In XNA you can add any texture to a single spritebatch, in Love2D you need a separate spritebatch for every separate texture. What's up with that?