Search found 246 matches
- Fri Apr 19, 2024 12:30 am
- Forum: Libraries and Tools
- Topic: Rasterizing polygons into images
- Replies: 4
- Views: 442
Re: Rasterizing polygons into images
Wow, thanks guys! I've tried to make the d-string parser, but it was always bad, there are too much variations how you can write the same vectors. Ah, mine is very simple and would probably fail too with some SVGs out in the wild. By the way, I was fascinated by your work on parabolas. I was looking...
- Tue Apr 16, 2024 1:44 pm
- Forum: Libraries and Tools
- Topic: Rasterizing polygons into images
- Replies: 4
- Views: 442
Rasterizing polygons into images
This is an example script of rasterizing a polygon into a grayscale image (R8 format). So, starting from SVG data, you generate an Image object from it then draw that Image as needed. Depending on the shape and its size, it's a bit lighter to have it described as SVG data than as a PNG file in your ...
- Fri Apr 05, 2024 11:04 am
- Forum: Support and Development
- Topic: Avoid table overhead by using Data when creating a mesh
- Replies: 6
- Views: 369
Re: Avoid table overhead by using Data when creating a mesh
Wow, you're right. Thanks for the correction. I don't know why I said all of that, when a few days ago I had read the Löve source code and seen how it differentiates the possible uniform types (int, float etc), and used int in a shader myself... The OpenGL wiki does list more types that should be av...
- Thu Apr 04, 2024 9:12 pm
- Forum: Support and Development
- Topic: 2D Array
- Replies: 6
- Views: 432
Re: 2D Array
Code: Select all
function FallingSand:update(dt)
print(FallingSand:withinCols(5))
end
The colon syntax is explained in here (the entire PIL e-book is useful btw): https://www.lua.org/pil/16.html
- Thu Apr 04, 2024 10:18 am
- Forum: Support and Development
- Topic: Avoid table overhead by using Data when creating a mesh
- Replies: 6
- Views: 369
Re: Avoid table overhead by using Data when creating a mesh
Unorm16: according to this answer , on older OpenGL versions all data types are mapped to floats. So in your case, it would be a vec2 indeed. In the OpenGL wiki it says that there are other GLSL data types like int, uint, ivecn, uvecn and dvecn, so I think that after some GLSL version those new typ...
- Wed Apr 03, 2024 8:36 am
- Forum: Support and Development
- Topic: Different ways to adjust audio
- Replies: 4
- Views: 334
Re: Different ways to adjust audio
I'm in the same boat, in that I haven't tried the Löve audio system yet. What I'd do is make a folder with a main.lua inside it and treat it like a sandbox, testing all kinds of stuff. You mentioned that Banjo Kazooie style of speech, I think there are only two ways: playing the same source over and...
- Wed Apr 03, 2024 7:57 am
- Forum: Support and Development
- Topic: Avoid table overhead by using Data when creating a mesh
- Replies: 6
- Views: 369
Re: Avoid table overhead by using Data when creating a mesh
Using a flat array of attributes set by pointer index timed a bit faster than using an array of structs. But using structs leads to less cumbersome code, as instead of "myAttributes[vertexOffset + attributeOffset] = value", you'd do "myVertex.attribute = value". So unfortunately ...
- Mon Mar 25, 2024 12:00 pm
- Forum: Libraries and Tools
- Topic: Fast 2D point-in-polygon test
- Replies: 13
- Views: 11809
Re: Fast 2D point-in-polygon test
I'm not too surprised. In LuaJIT, external function calls via standard Lua (as opposed to via FFI) either prevent compilation, or require trace stitching (meaning, switch to interpreter mode, run the function, switch back to compiled mode and resume), both of which are slow. I already got caught by...
- Sun Mar 24, 2024 1:33 pm
- Forum: Libraries and Tools
- Topic: Fast 2D point-in-polygon test
- Replies: 13
- Views: 11809
Re: Fast 2D point-in-polygon test
Ehhh, here's something weird. From my tests, that Lua-based method in the OP is slightly faster than the Box2D one. Point for LuaJIT I guess, it's probably optimizing that function amazingly. I honestly thought the C++ one would be faster. point-in-polygon_benchmark.png The code I'm using is this (t...
- Sun Mar 24, 2024 3:42 am
- Forum: Support and Development
- Topic: Weird Mobile Screensize Behavior
- Replies: 2
- Views: 1144
Re: Weird Mobile Screensize Behavior
Also check love.graphics.getWidth() and love.graphics.getPixelWidth(), in the Window section of the graphics page:
https://love2d.org/wiki/love.graphics#Window
https://love2d.org/wiki/love.graphics#Window