Oh rip. Well thanks anyway
[Edit] Actually it looks like it supports textures. Ill check it out
Search found 96 matches
- Sun Nov 10, 2019 6:43 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 4786
- Sun Nov 10, 2019 12:07 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 4786
Re: Can we store 3d vertices in GPU memory?
Okay. Well thanks for all the feedback. Im going to try to check out vertex lists and the "static" mode on SpriteBatchUsage looks promising.
- Sun Nov 10, 2019 11:03 am
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 4786
Re: Can we store 3d vertices in GPU memory?
Yes I am culling non visible faces/vertices. The data structure I use to store the "Blocks" in data is only storing 2 bytes of information per block so 27,648 bytes a chunk, and since lua strings are stored by reference that is little to nothing. My problem is each block face is generatin...
- Sat Nov 09, 2019 7:36 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 4786
Can we store 3d vertices in GPU memory?
So I'm working with GroverBurgers SS3D library (Thanks a ton dude.) and I'm working on a voxel game where I create meshes made up of 24x24x24 blocks. The problem Im having is I have to store all those vertices in tables, and that takes up around 500-800 mb for only about 216 chunks! Is there any w...
- Thu Nov 07, 2019 9:53 am
- Forum: Support and Development
- Topic: Independent Particle Colors
- Replies: 11
- Views: 11680
Re: Independent Particle Colors
Sorry for late reply.. aha. Something outside of a particle system.
[Edit]
Just saw Luke100000's post. 100% use his example
Code: Select all
-- Create some confetti
local ConfettiList = {}
for i=1, #ConfettiList do
-- Draw confetti with spritebatches here
end
Just saw Luke100000's post. 100% use his example
- Wed Oct 30, 2019 9:13 am
- Forum: Support and Development
- Topic: Independent Particle Colors
- Replies: 11
- Views: 11680
Re: Independent Particle Colors
Why dont you just make a table that holds all the confetti particles, update all of them for things like movement of the confetti particles and then draw all of them using a SpriteBatch, setting thier individual colors with SpriteBatch:setColor( r, g, b, a )?
- Wed Oct 30, 2019 9:02 am
- Forum: Support and Development
- Topic: Monochrome LCD shader?
- Replies: 7
- Views: 5445
Re: Monochrome LCD shader?
You could probably use that same gameboy shader and simply draw lines over it (the number of scanlines being width*height of the screen) inside a canvas scaled to the screen resolution.
- Tue Jun 25, 2019 1:18 am
- Forum: General
- Topic: Best source to learn Lua?
- Replies: 2
- Views: 5687
Re: Best source to learn Lua?
Well you can read through the official lua manual at:
https://www.lua.org/pil/
or you can just google search "Lua scripting tutorial" and you will find everything you need
Lua is not very hard so you should learn the basics pretty fast
https://www.lua.org/pil/
or you can just google search "Lua scripting tutorial" and you will find everything you need
Lua is not very hard so you should learn the basics pretty fast
- Fri Mar 29, 2019 12:36 am
- Forum: Ports
- Topic: Does anyone know how to update love android to api 26?
- Replies: 0
- Views: 38637
Does anyone know how to update love android to api 26?
The love2d android for love 11.1 only works for android api 25, but the play store no longer supports this version.
Does anyone know how I can update it myself?
Thanks.
Does anyone know how I can update it myself?
Thanks.
- Thu Mar 28, 2019 3:27 pm
- Forum: Ports
- Topic: Is love-android updated to be compatible with Android API level 26?
- Replies: 6
- Views: 60061
Re: Is love-android updated to be compatible with Android API level 26?
Has anyone figured this out yet?