Search found 3544 matches

by pgimeno
Sun Nov 19, 2023 8:28 pm
Forum: Support and Development
Topic: Error Handling: outofmem issue
Replies: 6
Views: 4823

Re: Error Handling: outofmem issue

Oh you didn't mention that before did you?

Maybe the issue is that you're not releasing the previous image (Object:release) and there are too many in RAM or VRAM waiting to be garbage-collected?
by pgimeno
Sun Nov 19, 2023 3:36 pm
Forum: Games and Creations
Topic: Gravity Circuit
Replies: 14
Views: 11736

Re: Gravity Circuit

Thanks for the heads up, I don't actively use macOS, so I didn't quite realize that issue with the threads (truth be told, the threading is some ancient legacy code that could use an overhaul). I was turning JIT off on MacOS on the main thread, due to some potential luajit issues . Will look at add...
by pgimeno
Sun Nov 19, 2023 7:31 am
Forum: Support and Development
Topic: Error Handling: outofmem issue
Replies: 6
Views: 4823

Re: Error Handling: outofmem issue

My first suspicion would be the saved JPEG file, Have you checked if the JPEG loads fine in isolation?
by pgimeno
Fri Nov 17, 2023 6:42 pm
Forum: Games and Creations
Topic: Gravity Circuit
Replies: 14
Views: 11736

Re: Gravity Circuit

I am definitely not a fan of the genre, but it looked impressive to me either way. So much so that I mentioned it to a friend, and he bought it to run it on his Mac. He showed it to me; one problem was that the resource loading was very slow, so I took a look at the code. I found out that you're usi...
by pgimeno
Fri Nov 17, 2023 6:29 pm
Forum: Support and Development
Topic: What's point of timeout?
Replies: 1
Views: 2278

Re: What's point of timeout?

I haven't looked into lua-enet, but if that timeout is what I think it is (i.e. internally passed to a select() call) then it's intended for pausing the thread until either something is received, or the timeout expires, whichever comes first. It's useful in the case of a multithreaded application wi...
by pgimeno
Fri Nov 10, 2023 5:09 pm
Forum: Libraries and Tools
Topic: moonODE (Open Dynamics Engine (ODE)) bindings
Replies: 17
Views: 67093

Re: moonODE (Open Dynamics Engine (ODE)) bindings

I said:
pgimeno wrote: Fri Nov 10, 2023 12:07 am You can replace them all at once, by overriding the default pairs() function with this one:

Code: Select all

function pairs(t)
  return next, t, nil
end
Alas, that won't work. You need a different name, otherwise it compiles to the same thing.

Code: Select all

function xpairs(t)
  return next, t, nil
end
by pgimeno
Fri Nov 10, 2023 12:07 am
Forum: Libraries and Tools
Topic: moonODE (Open Dynamics Engine (ODE)) bindings
Replies: 17
Views: 67093

Re: moonODE (Open Dynamics Engine (ODE)) bindings

I believe he meant:

Code: Select all

  for k,v in pairs(t) do
can be replaced with:

Code: Select all

  for k,v in next,t do
You can replace them all at once, by overriding the default pairs() function with this one:

Code: Select all

function pairs(t)
  return next, t, nil
end
by pgimeno
Thu Nov 09, 2023 2:51 pm
Forum: Libraries and Tools
Topic: moonODE (Open Dynamics Engine (ODE)) bindings
Replies: 17
Views: 67093

Re: moonODE (Open Dynamics Engine (ODE)) bindings

kikonen wrote: Thu Nov 09, 2023 2:45 pm I did look into Lovr, and might look into it more later (when getting VR headset and having inspriration to experiment with that).
I believe lovr supports traditional 3D without a VR headset (just so you know; since you already have ODE it seems you're all set anyway)
by pgimeno
Thu Nov 09, 2023 12:30 pm
Forum: Libraries and Tools
Topic: moonODE (Open Dynamics Engine (ODE)) bindings
Replies: 17
Views: 67093

Re: moonODE (Open Dynamics Engine (ODE)) bindings

The problem with binary libraries is platform support. I don't have a windows machine to check it.

Anyway, lovr has built-in 3D physics (although lovr doesn't work well on my machine for some reason).