Search found 65 matches
- Tue Apr 16, 2013 2:45 pm
- Forum: Games and Creations
- Topic: A blood splatting effect demo (now with animated chicks !)
- Replies: 9
- Views: 11522
A blood splatting effect demo (now with animated chicks !)
Hey folks, I worked on a little experiment using canvas during my last weekend. I ended up trying to make blood splats everywhere, because blood is the coolest thing :vamp: Yet I have a decent but unsatisfying blood effect. It lacks " something " but I can't put the finger on it. As a cons...
- Wed Apr 03, 2013 3:03 pm
- Forum: Support and Development
- Topic: GLSL Nearest filter?
- Replies: 7
- Views: 4113
Re: GLSL Nearest filter?
Your .love doesn't seem to work. I get an error on line 1365 "cannot compile shader".
Details are:
Details are:
Code: Select all
Line 10: implicit cast from float to vec2
line 11: implicit cast from vec4 to vec3
- Wed Apr 03, 2013 8:37 am
- Forum: Support and Development
- Topic: Performance and screenSpace culling
- Replies: 16
- Views: 7051
Re: Performance and screenSpace culling
I used profiler.lua and KCacheGrind to visualize the logs. I found several issues with my approach: - Recomputing every AABB on each frame even if the object didn't move is silly - using a costy method to check AABB against each other But after fixing thoses I ended up with a similar problem. If it'...
- Thu Mar 28, 2013 12:35 pm
- Forum: General
- Topic: GLSL not explained well...
- Replies: 11
- Views: 20041
Re: GLSL not explained well...
Neat explanation. You definetly should write on the blog about it. Would be of great use.
- Thu Mar 28, 2013 11:02 am
- Forum: Support and Development
- Topic: Callgrinding in Löve (Helpful performance profiling utility)
- Replies: 1
- Views: 3204
Re: Callgrinding in Löve (Helpful performance profiling util
Necroing this topic to thank you a lot, this tool is neat and straight forward. Nothing to configure, and all useful data at fingertips!
- Wed Mar 27, 2013 11:14 pm
- Forum: Support and Development
- Topic: Performance and screenSpace culling
- Replies: 16
- Views: 7051
Re: Performance and screenSpace culling
I meant more along the lines of: [some code] ... Oh, it's clearer now. :awesome: I tried it, with a slight improvement over my 3-loop-thing. But still worse than a not-culled version. As kikito adviced, I'll take a moment to investigate where the program spends most time. I strongly suspect the AAB...
- Wed Mar 27, 2013 9:13 pm
- Forum: Support and Development
- Topic: Performance and screenSpace culling
- Replies: 16
- Views: 7051
Re: Performance and screenSpace culling
I assume you're talking about the culling function in particular, but you've got to be aware that table.insert and table.remove (the one you're using) are relatively slow on huge tables. Maybe there's an easy and efficient way to nil them, then remove the gaps afterwards. Alternatively, maybe a new...
- Wed Mar 27, 2013 6:45 pm
- Forum: Support and Development
- Topic: Performance and screenSpace culling
- Replies: 16
- Views: 7051
Performance and screenSpace culling
Hey, I have a question of general performance that I can't solve with my humble knowledge of LOVE inner parts. I recently decided to implement a kind of RenderQueue myself, using Slither OOP library and HUMP , mainly for vectors and camera objects. In essence a RenderQueue is an object taking care o...
- Sat Mar 23, 2013 10:24 am
- Forum: General
- Topic: Best inventory system for an RPG game
- Replies: 9
- Views: 10633
Re: Best inventory system for an RPG game
I've seen an interesting option in the open source remake of X-com. It's called UFO:Alien Invasion . You manage a team of 2 to 10 person with independent inventory each. So it has to be quick and simple. Every squad member has an outfit, providing armor and defining the size of the inventory. The fu...
- Thu Mar 14, 2013 1:28 pm
- Forum: General
- Topic: blogs.love2d.org - The Official LÖVE Blogs!
- Replies: 94
- Views: 553635
Re: blogs.love2d.org - The Official LÖVE Blogs!
Congratulation to our writers ! Both articles are amazing and very instructive. However, I advice to use more images. This helps comprehension, especially when dealing with 2d math. The image Santos made in this very topic helped me a lot to understand the article, so I guess it could help any reade...