Search found 82 matches
- Sun Aug 17, 2014 2:28 am
- Forum: Support and Development
- Topic: First game, struggling with camera/movement
- Replies: 7
- Views: 4573
Re: First game, struggling with camera/movement
MadByte YOU ROCK!!! thanks so much!
- Sat Aug 16, 2014 12:48 am
- Forum: Support and Development
- Topic: First game, struggling with camera/movement
- Replies: 7
- Views: 4573
Re: First game, struggling with camera/movement
I'm printing out the camera coordinates like you suggested, and they seem to change with the s key. But nothing on the screen moves. I feel like I'm missing some basic thing. Here's the code, and I'll attach a .love which illustrates the issue function love.load() Camera = require "lib.camera&q...
- Fri Aug 15, 2014 7:30 pm
- Forum: Support and Development
- Topic: First game, struggling with camera/movement
- Replies: 7
- Views: 4573
Re: First game, struggling with camera/movement
Sorry, just a typo when I was writing out the question. In my code it's correct. I can run the game, get no error messages, but pressing the keys does nothing.
- Fri Aug 15, 2014 1:06 pm
- Forum: Support and Development
- Topic: First game, struggling with camera/movement
- Replies: 7
- Views: 4573
First game, struggling with camera/movement
Basic question on how to move the camera around. Using hump camera. Here is what I have so far. Pressing "d" or "s" doesn't move anything. Also, cam doesn't seem to want to "start" at coordinates 100, 100 for some reason, but I don't get an error. function love.load() C...
- Mon Aug 11, 2014 2:17 pm
- Forum: Support and Development
- Topic: hump camera return
- Replies: 1
- Views: 1071
hump camera return
The last block of code from the hump.camera module: -- the module return setmetatable({new = new}, {__call = function(_, ...) return new(...) end}) I'm fairly new to OOP and metatables, and can't parse what the point of this code is. So it's returning a table with the new method defined in it..and t...
- Tue Aug 05, 2014 9:06 pm
- Forum: Support and Development
- Topic: Need to change image each frame
- Replies: 6
- Views: 3940
Re: Need to change image each frame
Just to clarify, so when we use love.graphics.newImage, is it not caching anything into system ram, it's uploading directly to the vram?
- Tue Aug 05, 2014 4:51 pm
- Forum: Support and Development
- Topic: Need to change image each frame
- Replies: 6
- Views: 3940
Re: Need to change image each frame
Is there any way for love to display an image from a memory region of my choosing? I'm assuming it's caching a copy on it's own? I would rather it just reference mine directly if possible.
- Tue Aug 05, 2014 4:33 pm
- Forum: Support and Development
- Topic: Need to change image each frame
- Replies: 6
- Views: 3940
Re: Need to change image each frame
Unfortunately for my needs that method would be too slow like you said. The image:refresh() method looks promising though! It seems to be working at least 100x faster than a full graphics.newImage call. thanks!
- Tue Aug 05, 2014 3:07 pm
- Forum: Support and Development
- Topic: Need to change image each frame
- Replies: 6
- Views: 3940
Need to change image each frame
I need to generate an image, and render it each frame. This is for a particle simulation with lots of moving pixels. I put love.graphics.newImage under love.update and while it did reload the image each frame, it was at an unusable framerate. Would it be possible to load a new image once - then mani...
- Thu Jul 31, 2014 8:05 pm
- Forum: Support and Development
- Topic: Favorite way to store next loop state?
- Replies: 4
- Views: 2047
Re: Favorite way to store next loop state?
I was thinking about that, but if the condition results change literally every frame, it ends up being option a roughly 50% of the time, and option b 50% of the time. Won't that royally screw up any sort of branch prediction the cpu is trying to do? Is there a way to toggle the tables without using ...