Search found 3071 matches

by slime
Thu Sep 29, 2011 4:30 pm
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24879

Re: Stuttering

I agree that the accumulator is weird :) But what other option is there for games that require a high level of precision like a competitive fighting game or a rhythm game? In those cases a single frame makes all the difference, and a variable timestep won't suffice. I might be wrong, but it seems t...
by slime
Thu Sep 29, 2011 1:25 pm
Forum: Support and Development
Topic: Fastest way to draw pixel based images, user resizing frame.
Replies: 6
Views: 4794

Re: Fastest way to draw pixel based images, user resizing fr

I'm wondering myself what one can expect from the engine, I'd like to draw ~250 images each frame that are scaled, rotated, blurred and transparent, this would not change from frame to frame so it could possible be cached. But is that feasible? Sure. I'd recommend drawing all that to a framebuffer ...
by slime
Thu Sep 29, 2011 12:58 pm
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24879

Re: Stuttering & Fixed Timesteps

Is there any way around this? I know a lot of people link to this article about fixing your timestep . Maybe I'm missing the step about integrating or interpolating my moving object(s)? The default LÖVE app with the spinning logo and scrolling starfield runs so smoothly! What am I doing differently...
by slime
Wed Sep 28, 2011 5:50 pm
Forum: Support and Development
Topic: Using methods as input functions
Replies: 4
Views: 479

Re: Using methods as input functions

function object:drawToFb() --assuming self.fb is a framebuffer self.fb:renderTo(function() self:draw() end) end function object:draw() --draw something end or function object:drawToFb() local function draw() self:draw() end --assuming self.fb is a framebuffer self.fb:renderTo(draw) end function obj...
by slime
Wed Sep 28, 2011 5:46 pm
Forum: Support and Development
Topic: Little question about love.graphics.getModes()
Replies: 5
Views: 528

Re: Little question about love.graphics.getModes()

Code: Select all

local modes = love.graphics.getModes()
table.sort(modes, function(a, b) return a.width*a.height > b.width*b.height end)
Just to be sure?
by slime
Wed Sep 28, 2011 4:28 am
Forum: Libraries and Tools
Topic: Warp
Replies: 17
Views: 7515

Re: Warp

Cool! You should make the length of the stars based on their speed relative to you rather than just their 'distance'. :awesome: Their distance from the "camera" determines their speed, length, and scale. More distant stars travel more slowly, closer stars travel more quickly, and appear l...
by slime
Wed Sep 28, 2011 3:52 am
Forum: Libraries and Tools
Topic: Warp
Replies: 17
Views: 7515

Re: Warp

Cool! You should make the length of the stars based on their speed relative to you rather than just their 'distance'.
by slime
Wed Sep 28, 2011 12:07 am
Forum: General
Topic: Future for PowerPC Linux?
Replies: 8
Views: 5775

Re: Future for PowerPC Linux?

JDFight wrote:Love 0.8.0 will no longer support powerpc macintosh systems running osx - Is this also true for PowerPC Linux systems?
Are you sure LÖVE is dropping PPC? I've been compiling Intel-only builds unofficially, but only because my version of xcode and OSX doesn't support PPC.
by slime
Wed Sep 28, 2011 12:04 am
Forum: Support and Development
Topic: Is Love.update reentrant?
Replies: 10
Views: 3533

Re: Is Love.update reentrant?

Since nobody seems to have noticed slime's post, I shall redirect you there, he's right. Another thread can't call love.update, because it doesn't exist there. I realize that another Lua thread can't call love.update, but I imagine Love itself could do such a thing. At some point I'm going to have ...