Search found 3071 matches
- 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...
- 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 ...
- 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...
- Wed Sep 28, 2011 8:23 pm
- Forum: Support and Development
- Topic: Is Love.update reentrant?
- Replies: 10
- Views: 3533
- 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...
- 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)
- 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...
- 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'.
- Wed Sep 28, 2011 12:07 am
- Forum: General
- Topic: Future for PowerPC Linux?
- Replies: 8
- Views: 5775
Re: Future for PowerPC Linux?
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.JDFight wrote:Love 0.8.0 will no longer support powerpc macintosh systems running osx - Is this also true for PowerPC Linux systems?
- 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 ...