Löve uses LuaJIT as the script interpreter: https://luajit.org/luajit.html
LuaJIT has been extensively used in production (though that seems to be with servers, embedded systems etc rather than games) and is very fast.
Search found 259 matches
- Fri May 03, 2024 4:42 am
- Forum: General
- Topic: Is LÖVE good enough for a big metroidvania game?
- Replies: 5
- Views: 241
- Thu May 02, 2024 9:48 pm
- Forum: Support and Development
- Topic: Have some troubles with Animation again
- Replies: 7
- Views: 306
Re: Have some troubles with Animation again
You're making some elementary mistakes. This is usually the sign of "biting more than you can chew" (trying to do something above your current experience level). Ideally you want to enter Flow, where the challenge is very close to your skills, otherwise, if it's too hard you'll suffer from...
- Wed May 01, 2024 12:46 am
- Forum: Support and Development
- Topic: Have some troubles with Animation again
- Replies: 7
- Views: 306
Re: Have some troubles with Animation again
What you have in there is different than what they said though: player.currentAnimation = {walkingDownAnimation, walkingUpAnimation, walkingRightAnimation, walkingLeftAnimation} You're making a table of tables. But 'player.currentAnimation' should be a reference to a single of those animation tables...
- Wed May 01, 2024 12:41 am
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
And if we imagine a whole class result of paintings, thats 30 students, and we try to flip "rooms" it has to reload 300mb from the sd card everytime as opposed to 30. Thats not a lot by modern standarts but still a loading time. It's probably out of scope, but taking e-commerce as a refer...
- Tue Apr 30, 2024 11:22 pm
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
My bigger beef with that is not even the space taken but loading these files causes stuttering, but ohwell that just imitates professional software these days. Hm, I think the only solution to that is to move the loading to a child thread, similar to the code in this: https://love2d.org/forums/view...
- Tue Apr 30, 2024 1:00 am
- Forum: Support and Development
- Topic: Chroma Key Shader
- Replies: 1
- Views: 177
Re: Chroma Key Shader
Did you create the video, and if so, can you make it into like a PNG image sequence instead? If the video is short (like your studio logo), an image sequence would work fine. The reason I'm asking is that while you can try to derive the alpha channel from the RGB channels, it's a lossy process. If y...
- Sun Apr 28, 2024 11:08 pm
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
Yet another approach is to reduce the fidelity of the images. I'm sure we've seen GIFs around the web that look "decent", and the fidelity of those is very reduced, with 256 colors total. So instead of having a 32 bit image (RGBA8888), having it as a 16 bit image (RGB565) with the alpha as...
- Sun Apr 28, 2024 12:18 am
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
You'd need to consult the (embedded) GPU of your RasPi if it supports the compressed formats, using this: https://love2d.org/wiki/love.graphics.getImageFormats Something else to try is making an FFI binding to libavif (preferably), or libwebp. They're both modern compressed image formats that suppor...
- Sat Apr 27, 2024 5:57 am
- Forum: General
- Topic: Image format size pickle
- Replies: 19
- Views: 661
Re: Image format size pickle
There are compressed image formats that support transparency, scroll down to the Compressed Formats table: https://love2d.org/wiki/PixelFormat The DXT5 format (Microsoft DirectDraw Surface DXT5) seems the best match. ImageMagick seems to read and write those. Also, if you don't need one of the color...
- Sat Apr 27, 2024 5:38 am
- Forum: Support and Development
- Topic: [SOLVED] Variable Jump Height
- Replies: 5
- Views: 303
Re: [SOLVED] Variable Jump Height
I know that this was marked as solved, but I wanted to investigate it further. When playing Super Mario World on some SNES emulator, the jump mechanic seems to let the player do either short jumps that reach 3 tiles high, or long jumps that reach 4 tiles high, and if the player releases the jump key...