Search found 166 matches

by Tanner
Mon Feb 06, 2017 2:53 pm
Forum: Libraries and Tools
Topic: LÖVE-Nuklear - a lightweight immediate mode GUI
Replies: 65
Views: 130949

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...
by Tanner
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.
by Tanner
Tue Jan 31, 2017 11:57 am
Forum: Games and Creations
Topic: quadrant - out now on Steam/Humble/itch.io!
Replies: 71
Views: 38839

Re: quadrant - out now on Steam/Humble/itch.io!

All the codes are used. Thanks, though, undef, this was a nice gesture!
by Tanner
Sat Jan 28, 2017 12:42 pm
Forum: Ports
Topic: LövePotion - LÖVE on 3DS Homebrew
Replies: 46
Views: 114459

Re: LövePotion - LÖVE on 3DS Homebrew

steVeRoll wrote:
trelemar 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.
http://luajit.org/ext_ffi.html
LovePotion uses Lua5.1 and does not have an FFI. It seems to use rxi's luaobj library for binding.
by Tanner
Mon Jan 23, 2017 2:02 pm
Forum: Libraries and Tools
Topic: Fast Mesh Vertex Setting
Replies: 12
Views: 14237

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....
by Tanner
Wed Jan 18, 2017 2:35 pm
Forum: Libraries and Tools
Topic: love-release - in Lua ! - makes LÖVE game release easier
Replies: 149
Views: 202081

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...
by Tanner
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.
by Tanner
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...
by Tanner
Sat Dec 10, 2016 11:51 pm
Forum: Support and Development
Topic: Share a Shader!
Replies: 328
Views: 533900

Re: Share a Shader!

Not a useful shader but it's got some colors in it at least. https://www.shadertoy.com/view/MlcXDB
by Tanner
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...