Search found 3567 matches
- Sun May 12, 2024 12:05 am
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 967
Re: [Help] Techniques for scaling
Interesting, so I should also deal with the rounding and animation problems. Conceptually, do you know what could be the underlying cause of the rounding and animation issues? I don't know the cause of the animation issues because I haven't looked into how you animate; I just saw the animation to c...
- Sat May 11, 2024 8:45 am
- Forum: Support and Development
- Topic: Rectangle collision resolution only works on one axis
- Replies: 3
- Views: 271
Re: Rectangle collision resolution only works on one axis
Once the shapes are interpenetrating, both wasHorizontalAligned and wasVerticalAligned are going to be true, because they only check for interpenetration in one axis, and the shapes are known to be interpenetrating anyway, and the interpenetration affects both axes, so both checks will be true. This...
- Sat May 11, 2024 7:51 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 8
- Views: 373
Re: Garbage Collector and FFI
You haven't provided a runnable version that can be used to debug. I've made your code runnable by applying this patch: --- ffiorig.lua 2024-05-11 09:47:53.683996392 +0200 +++ ffimod.lua 2024-05-11 09:49:00.158667324 +0200 @@ -1,7 +1,23 @@ -local vec3 = require("math/vec3") -local mat4 = r...
- Sat May 11, 2024 6:56 am
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 967
- Fri May 10, 2024 8:12 am
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 967
Re: [Help] Techniques for scaling
The idea is to round to screen pixels. It works for me, besides the obvious problems inherent to not using an integer scale, which cause image deformation.
- Thu May 09, 2024 6:31 pm
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 967
Re: [Help] Techniques for scaling
OK, try this and see whether it helps: function PlayerCamera:update(dt) local camX = Player.x local camY = Player.y local mapW = Map.width * Map.tilewidth local mapH = Map.height * Map.tileheight camX, camY = self:setBorders(camX, camY, mapW, mapH) camX = math.floor(camX*self.scale + 0.5) / self.sca...
- Thu May 09, 2024 12:36 pm
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 967
Re: [Help] Techniques for scaling
I wanted to have a look at the issue, but RL is keeping me quite busy these days. Could you please indicate what kind of movement you want? Specifically, my understanding is that you have a virtual resolution of 480x270 which is the underlying resolution, and you zoom it e.g. by 4 to get 1920x1080 i...
- Tue May 07, 2024 11:20 am
- Forum: General
- Topic: Love2D should look into its android capabilities
- Replies: 2
- Views: 248
Re: Love2D should look into its android capabilities
No, we couldn't. Different projects, different devs.Gunroar:Cannon() wrote: ↑Tue May 07, 2024 10:43 am Could we just ... try to fix these problems, especially the jit?
- Mon May 06, 2024 6:51 pm
- Forum: General
- Topic: [Help] Techniques for scaling
- Replies: 24
- Views: 967
Re: [Help] Techniques for scaling
What do you mean by jittery? Do you mean it snaps to virtual 480x270 pixels, and you want it to have screen-pixel movement as opposed to virtual-pixel movement? I find it hard to imagine what can be producing the tearing with the data you've provided. If you can, posting a .gif animation would help ...
- Sat May 04, 2024 8:18 pm
- Forum: Libraries and Tools
- Topic: error explorer - an interactive error screen for love
- Replies: 3
- Views: 816
Re: error explorer - an interactive error screen for love
Why is this not part of Löve already?
Great job. This could be especially helpful to novices who aren't familiar with error reports.
Great job. This could be especially helpful to novices who aren't familiar with error reports.