Search found 166 matches
- Mon Feb 06, 2017 2:53 pm
- Forum: Libraries and Tools
- Topic: LÖVE-Nuklear - a lightweight immediate mode GUI
- Replies: 65
- Views: 130943
Re: LÖVE-Nuklear - a lightweight immediate mode GUI
For OSX, running `brew install luajit` should be enough. You should get some thing similar to this when running `cmake`. -- The C compiler identification is AppleClang 8.0.0.8000042 -- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bi...
- Wed Feb 01, 2017 1:15 pm
- Forum: General
- Topic: What controllers do you support?
- Replies: 8
- Views: 6317
Re: What controllers do you support?
Whichever is best for the game in question.
- Tue Jan 31, 2017 11:57 am
- Forum: Games and Creations
- Topic: quadrant - out now on Steam/Humble/itch.io!
- Replies: 71
- Views: 38838
Re: quadrant - out now on Steam/Humble/itch.io!
All the codes are used. Thanks, though, undef, this was a nice gesture!
- Sat Jan 28, 2017 12:42 pm
- Forum: Ports
- Topic: LövePotion - LÖVE on 3DS Homebrew
- Replies: 46
- Views: 114457
Re: LövePotion - LÖVE on 3DS Homebrew
LovePotion uses Lua5.1 and does not have an FFI. It seems to use rxi's luaobj library for binding.steVeRoll wrote:http://luajit.org/ext_ffi.htmltrelemar wrote:I'd like to take a stab at helping but I don't even have the slightest clue how to bind c functions to lua.
- Mon Jan 23, 2017 2:02 pm
- Forum: Libraries and Tools
- Topic: Fast Mesh Vertex Setting
- Replies: 12
- Views: 14229
Fast Mesh Vertex Setting
Are you using meshes with thousands or tens of thousands of vertices? Are you updating those vertices every frame? Do you long for speed, blazing speed above all else, including memory safety and your game targets platforms where you have access to LuaJIT's FFI? https://love2d.org/imgmirrur/MbyncYl....
- Wed Jan 18, 2017 2:35 pm
- Forum: Libraries and Tools
- Topic: love-release - in Lua ! - makes LÖVE game release easier
- Replies: 149
- Views: 202076
Re: love-release - in Lua ! - makes LÖVE game release easier
I just had a PR merged that adds the ability to exclude files based on a string pattern. For example, to exclude docs from your build, you would run love-release -xdocs/ and to build for windows and mac while excluding both docs and rockspecs you would run love-release -M -W 64 -W 32 -xdocs/ -x%.roc...
- Mon Jan 16, 2017 12:52 pm
- Forum: Libraries and Tools
- Topic: Dither - A Pixel Art Editor Targeted For Android
- Replies: 9
- Views: 8769
Re: Dither - A Pixel Art Editor Targeted For Android
It does work on iOS! Don't have an iPhone but here's a screenshot from an iPad.
- Sun Dec 11, 2016 7:27 pm
- Forum: Support and Development
- Topic: Recommended texture size? Sprites? Map-tiling?
- Replies: 2
- Views: 2278
Re: Recommended texture size? Sprites? Map-tiling?
I think that this is actually a great question and I look forward to seeing the answers. Personally, I think it's just whatever is easiest for whatever you're building. Of the last four games I've made (all game jam games) the sprites were 128x128, 50x50, 32x32 and 50x50 pixels, respectively. BUT th...
- Sat Dec 10, 2016 11:51 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 533848
Re: Share a Shader!
Not a useful shader but it's got some colors in it at least. https://www.shadertoy.com/view/MlcXDB
- Mon Nov 21, 2016 12:12 am
- Forum: General
- Topic: Audio Virtual Time and Rhythm Game Development in Love2D?
- Replies: 10
- Views: 7927
Re: Audio Virtual Time and Rhythm Game Development in Love2D?
Let's not kid ourselves here, if you want your game logic (and input polling) to run at 1000FPS then you're definitely going to need to put it in a separate thread at the very least. Here's my advice, though: you should put together a quick prototype to figure out if you really need the kind of time...