Search found 29 matches

by Froyok
Tue Dec 14, 2021 10:06 pm
Forum: Libraries and Tools
Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
Replies: 218
Views: 491830

Re: Groverburger's 3D Engine (g3d) v1.4 Release

Given your art style, wouldn't a simple "discard" in the pixel shader be enough to avoid writing over objects behind ? (alpha test kind if transparency)
by Froyok
Mon Dec 06, 2021 7:26 pm
Forum: Support and Development
Topic: Globals and singleton
Replies: 10
Views: 6606

Re: Globals and singleton

pgimeno wrote: Mon Dec 06, 2021 6:58 pm Yes, except...
Froyok wrote: Mon Dec 06, 2021 5:35 pm [...]
... make GAME_STATE local here!
Ho yeah, forgot the local when writing my snippet. All good on the actual code. Thx ! :ultraglee:
by Froyok
Mon Dec 06, 2021 6:37 pm
Forum: Support and Development
Topic: Globals and singleton
Replies: 10
Views: 6606

Re: Globals and singleton

If you made self.CurrentState the actual state instead of a string with the state's name, you could do away with the ifs. That's a good point. I just kept my code snippet simple to simplify the discussion around. I have other stuff planned in the state update function. You could also return a fully...
by Froyok
Mon Dec 06, 2021 5:35 pm
Forum: Support and Development
Topic: Globals and singleton
Replies: 10
Views: 6606

Re: Globals and singleton

If the variables stop being global, in order to do something with them in other places, you need to pass them as parameters. That's what I was referring to. Can't I just return my object like this and use the requires ? Taking advantage of the caching. Simplified example: main.lua local SPLASH = re...
by Froyok
Mon Dec 06, 2021 1:42 pm
Forum: Support and Development
Topic: Globals and singleton
Replies: 10
Views: 6606

Re: Globals and singleton

Noted on the require. Makes sense after reading how that function works . :) the require() line will tell you where it is defined, and the parameter passing will tell you where it is modified. I'm not sure what you mean by parameter passing ? You mean to the function from the global in case I have a...
by Froyok
Mon Dec 06, 2021 12:50 pm
Forum: Support and Development
Topic: Globals and singleton
Replies: 10
Views: 6606

Globals and singleton

I'm prepping up the global structure of my game and I was wondering what would be the most optimal approach given the layout of code I would like to use. I have read a bit about how Lua handles Globals and they way require works, but I'm wouldn't mind some additional feedback. I feel like my approac...
by Froyok
Sat Nov 20, 2021 7:48 pm
Forum: Support and Development
Topic: Shader caching ?
Replies: 6
Views: 5359

Re: Shader caching ?

Yeah, it's likely very premature in my case anyway. :)
Thank you for the additional details !
by Froyok
Sat Nov 20, 2021 5:55 pm
Forum: Support and Development
Topic: Shader caching ?
Replies: 6
Views: 5359

Re: Shader caching ?

LÖVE caches the parse results of vertex and pixel shader code in memory while it's running (so there is a form of caching there) - it avoids a bit of work if you have a lot of different pixel shaders which all use the same vertex shader, for example. It does not save anything to disk on its own acr...
by Froyok
Sat Nov 20, 2021 8:25 am
Forum: Support and Development
Topic: Shader caching ?
Replies: 6
Views: 5359

Shader caching ?

Heya, I have been evaluating Löve these last few days to see if it could fit my needs (and so far it's really promising). Looking around the API and the Github repository I didn't find an explicit answer to a question I have. I did a little search on the forum as well but I didn't find anything rele...