Search found 80 matches
- Mon Jan 30, 2017 12:25 am
- Forum: Support and Development
- Topic: Trying to create a "water" shader
- Replies: 11
- Views: 9516
Re: Trying to create a "water" shader
Here's a writeup that's been sitting in my bookmarks: https://forums.tigsource.com/index.php?topic=40539.msg1104986#msg1104986 It's pretty similar to what raidho suggested, except instead of using a sine wave to decide displacement it looks at a texture, and then it does some perspective correction ...
- Thu Jan 19, 2017 1:20 am
- Forum: Support and Development
- Topic: Running a .love file inside of another .love file
- Replies: 7
- Views: 3810
Re: Running a .love file inside of another .love file
Or, you could have one project that does two things, so for example: function love.load() for _, a in ipairs(arg) do if a == "--program1" then require "program1.main" elseif a == "--program2" then require "program2.main" end end end and then to run both you'd ...
- Mon Jan 02, 2017 6:11 pm
- Forum: Libraries and Tools
- Topic: Classy - Middleclass Inspired, But a lot faster
- Replies: 12
- Views: 11652
Re: Classy - Middleclass Inspired, But a lot faster
I'm not sure it's a good idea to use profi when you're trying to benchmark your code. It's good for identifying bottlenecks but adding debug hooks like profi does changes how luajit can optimize the code it's running. To do elapsed time, you can just compare os.clock() calls on your own, and for cou...
- Fri Dec 16, 2016 3:39 am
- Forum: Libraries and Tools
- Topic: lua-redux - A predictable state container for Lua apps
- Replies: 3
- Views: 3835
Re: lua-redux - A predictable state container for Lua apps
This is sort of secondhand knowledge, because I haven't used redux myself, but I've heard it described as a command pattern-turned-framework. Instead of changing your game's state directly, you issue commands that some other part of your app knows how to interpret. This has sort-of the same effect a...
- Fri Dec 16, 2016 1:48 am
- Forum: General
- Topic: Your Love-ing Style
- Replies: 16
- Views: 13471
Re: Your Love-ing Style
Well some of the lower level details exist here: https://github.com/Alloyed/gabe I honestly can't remember exactly what is in that repo and what isn't, but it should at least have a class system, some state management, and a way to reload the game/recover from errors. No docs though, apparently :p I...
- Thu Dec 15, 2016 11:44 pm
- Forum: General
- Topic: Your Love-ing Style
- Replies: 16
- Views: 13471
Re: Your Love-ing Style
I'm going to post here instead of the other editor thread because all of my important devtools exist inside my game instead of my editor Bullet points: * I use neovim inside a terminal. I don't think I have any love/lua specific plugins, actually. The color scheme is solarized-dark. * My main debugg...
- Fri Dec 02, 2016 9:02 am
- Forum: Libraries and Tools
- Topic: [Lib] SUIT - Simple User Interface Toolkit
- Replies: 81
- Views: 89188
Re: [Lib] SUIT - Simple User Interface Toolkit
You can read the source to see exactly what options the default theme uses: https://github.com/vrld/SUIT/blob/master/theme.lua#L44 For labels, you can only customize color, font, and alignment. You can always write your own draw function though, if the default doesn't work. if stroke text, the easie...
- Thu Dec 01, 2016 9:50 pm
- Forum: Support and Development
- Topic: Stop alpha overlap for a spritebatch?
- Replies: 7
- Views: 4557
Re: Stop alpha overlap for a spritebatch?
I'm pretty sure that's the 'replace' blendmode, actually
so if you draw rectangle 2 over rectangle 1, the resulting alpha will always be rectangle 2's
so if you draw rectangle 2 over rectangle 1, the resulting alpha will always be rectangle 2's
- Tue Nov 22, 2016 10:13 pm
- Forum: General
- Topic: Rethinking the documentation
- Replies: 14
- Views: 6923
Re: Rethinking the documentation
I'm reminded of the Dwarf Fortress wiki. Every time a major update is published, they effectively create a new wiki each time by copy-pasting the old one, and adding a little box that says something like "this was automatically copypasted, if it's current you can go ahead and remove this notice...
- Tue Nov 22, 2016 4:27 am
- Forum: General
- Topic: Share your fiddles!
- Replies: 26
- Views: 11960
Re: Share your fiddles!
http://lovefiddle.com/H56HHtA4mCJnEM5pY
here's a procedural dungeon generator ripped from my game
this is the debug mode, so you get to watch the dungeon being made in real time :O
here's a procedural dungeon generator ripped from my game
this is the debug mode, so you get to watch the dungeon being made in real time :O