Search found 3072 matches
- Fri Oct 07, 2011 12:03 am
- Forum: Support and Development
- Topic: How to use Framebuffer:renderTo() properly
- Replies: 55
- Views: 56889
Re: How to use Framebuffer:renderTo() properly
The above example is a situation where it might be better to use a spritebatch rather than a framebuffer/canvas, because they're supported by more computers and achieve the exact same thing. :P Also, I would like to see people start putting frame times (in milliseconds) in their framerate strings. I...
Re: LÖVE-JAM?
Next weekend works out pretty good for me (14th-16th).
- Thu Oct 06, 2011 8:11 pm
- Forum: Libraries and Tools
- Topic: Taehl intro
- Replies: 15
- Views: 5124
Re: Taehl intro
Dammit now we all need intros. You're making us look bad!
Re: LÖVE-JAM?
I'd rather have a separate jam for teams than allowing teams or solo members all in one.
Re: LÖVE-JAM?
I'd rather not have it over thanksgiving weekend. Unless you mean thursday in general and not this thursday.
Re: LÖVE-JAM?
The contest ended before this thread was created! Sorry!
Re: LÖVE-JAM?
Between two days and a week.
- Mon Oct 03, 2011 5:14 am
- Forum: Support and Development
- Topic: A little problem regarding audio.
- Replies: 5
- Views: 2886
Re: A little problem regarding audio.
There are a few filetype-specific issues with sounds in LÖVE 0.7.2. One of them is that .wav files have a few seconds of silence at the end of them. You can call source:stop() source:play() to manually restart the sound. Ogg files are the best-supported currently AFAIK. Most of the sound issues can ...
- Fri Sep 30, 2011 2:25 pm
- Forum: General
- Topic: Sandboxing (poll)
- Replies: 83
- Views: 40675
Re: Sandboxing (poll)
LÖVE is a game prototyping toolkit. I don't understand the use of os.execute(), os.remove() and os.rename() in this context. From the top of http://love2d.org/ : Hi there! LÖVE is an *awesome* framework you can use to make 2D games in Lua. LÖVE is a game creation toolkit, that also happens to be ve...
- Fri Sep 30, 2011 1:58 am
- Forum: Support and Development
- Topic: Stuttering & Fixed Timesteps
- Replies: 31
- Views: 24933
Re: Stuttering & Fixed Timesteps
State interpolation sounds like an awful idea to me. Not only does it mean you need to keep the current state, but also the last state (meaning, twice as much memory usage); you need to do interpolation on all that (meaning eating more CPU); and the controls would always lag at greater than or equa...