Search found 3591 matches
- Wed May 18, 2022 6:36 pm
- Forum: Support and Development
- Topic: Macbook Pro's Touch Bar + Love2D... how do I start?
- Replies: 7
- Views: 7619
Re: Macbook Pro's Touch Bar + Love2D... how do I start?
Funny thing is I found out about that just one day after creating this topic :ultrahappy: (crying inside). It had a lot of potential, though. I was having fun with some open-source little games projects on github. Guess it's time to move on. Thank you all! :vamp: Well, I mean people still develop f...
- Wed May 18, 2022 6:27 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 477120
Re: Groverburger's 3D Engine (g3d) v1.5.2 Release
Out of curiosity, would writing an Ambient Occlusion shader be possible, if so would it be trivial, and if so would it work fast enough to not cause slowdown? Or should I not bother trying to write one? I feel like my game would look much better with subtle AO. In my old raycasting project I baked A...
- Mon May 09, 2022 1:26 pm
- Forum: Support and Development
- Topic: image size limits?
- Replies: 2
- Views: 2309
Re: image size limits?
Yeah. It can vary depending on the GPU. So you might want to either use smaller images, break it into chunks, or have fallback smaller versions. Basically prepare for lower system limits when you can.
- Fri May 06, 2022 5:47 pm
- Forum: Support and Development
- Topic: Macbook Pro's Touch Bar + Love2D... how do I start?
- Replies: 7
- Views: 7619
Re: Macbook Pro's Touch Bar + Love2D... how do I start?
The TouchBar is sadly (or not sadly) being phased out so I wouldn't put too much effort into it. New high-end MBPs don't have them anymore and the lower ones that do will definitely lose them with the next revision.
- Mon May 02, 2022 12:08 pm
- Forum: General
- Topic: Will there ever be native 3d functionality?
- Replies: 8
- Views: 4302
Re: Will there ever be native 3d functionality?
I'm also working on a 3D game of my own. Löve can definitely do 3D. It's not made for 3D. Memory management isn't perfect. But it can still do pretty well for a smallish 3D project. Definitely not to be ruled out if you want to make something neat. Everyone does 3D libraries because they like the ch...
- Mon May 02, 2022 12:03 pm
- Forum: Support and Development
- Topic: [Solved] Why doesn't this shader code work properly? (Or alternate methods)
- Replies: 6
- Views: 5675
Re: Why doesn't this shader code work properly? (Or alternate methods)
I was expecting a bigger performance hit using Texel, instead it works so much better than a lookup table. I'm shocked. Thanks for the code. I'll have to look and see if I can use it in place of what I have if it works just as well. However I think I did pretty good for now given that I barely knew ...
- Mon May 02, 2022 12:51 am
- Forum: Support and Development
- Topic: [Solved] Why doesn't this shader code work properly? (Or alternate methods)
- Replies: 6
- Views: 5675
Re: Why doesn't this shader code work properly? (Or alternate methods)
I believe i/32 and idx/32 are integer divisions and thus always resulting in 0 here. Casting the operands to float should work. Oh geez that worked. Thanks so much! Now I should have an easier time tweaking the palette and can even implement a way to change palettes on the fly. Besides that, I reco...
- Sun May 01, 2022 5:47 pm
- Forum: Support and Development
- Topic: [Solved] Why doesn't this shader code work properly? (Or alternate methods)
- Replies: 6
- Views: 5675
[Solved] Why doesn't this shader code work properly? (Or alternate methods)
So in my game I've written a color reducing shader, a dithering shader I guess, that takes the final image and snaps all the colors to the closest one in a "palette" of colors. After weeks of looking for code that worked how I needed it to I found some code that uses the distance() functio...
- Sun Apr 24, 2022 5:08 am
- Forum: Support and Development
- Topic: [Solved] Shader question: Getting current pixel x/y color from passed reference image
- Replies: 6
- Views: 2346
Re: [Solved] Shader question: Getting current pixel x/y color from passed reference image
Thanks! I'm learning more about shaders every day. Still haven't figured out the best way to handle simple lighting yet. But I know it can be done because numerous projects have done it already.
- Sun Apr 24, 2022 2:10 am
- Forum: Support and Development
- Topic: [Solved] Shader question: Getting current pixel x/y color from passed reference image
- Replies: 6
- Views: 2346
Re: Shader question: Getting current pixel x/y color from passed reference image
pixcoord is in pixels, unlike texcoord which is normalized. So, the value is way too large for the Texel function. You can use love_ScreenSize to normalize those coords. Thank you! It seems the following works: float tex2color = Texel(DepthMap, pixcoord.xy / love_ScreenSize.xy).r; if (tex2color > 0...