Well consider it as ruined, drawing even on canvas must be done in the main thread.Well that pretty much completely ruins the functionality of threads for me if I can't render something to a canvas on a separate thread.
Search found 222 matches
- Fri Jul 18, 2014 1:21 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 409944
Re: "Questions that don't deserve their own thread" thread
- Fri Jul 18, 2014 11:52 am
- Forum: General
- Topic: Questions about the engine
- Replies: 12
- Views: 6399
Re: Questions about the engine
I'm not saying it's a perfect solution but it's really a viable one, I tried some tools to convert back luaJIT bytecode to text and you have to be really brave to try to make something with the result, for me it's more than enough to protect my code.
- Thu Jul 17, 2014 7:51 am
- Forum: General
- Topic: Questions about the engine
- Replies: 12
- Views: 6399
Re: Questions about the engine
Well about the obfuscation topic, actually as latest version of Love use LuaJIT, you can just convert your code to LuaJIT bytecode, it's portable as long as you use the same LuaJIT version and converting it back to text gives unreadable code.
- Sat Jul 12, 2014 2:18 pm
- Forum: Games and Creations
- Topic: Move Or Die on Steam Greenlight
- Replies: 40
- Views: 24998
Re: Move Or Die on Steam Greenlight
Congratulation guys! And let us know how it goes to publish the game on Steam. Do you now have access to SteamWorks ?
- Fri Jul 11, 2014 1:12 pm
- Forum: Support and Development
- Topic: Can not find save files
- Replies: 2
- Views: 1719
Re: Can not find save files
Hi,
In fused mode your saving directory is not %appdata%\LOVE but %appdata%\<your_game_name>
Cheers,
In fused mode your saving directory is not %appdata%\LOVE but %appdata%\<your_game_name>
Cheers,
- Mon Jun 23, 2014 1:58 pm
- Forum: Support and Development
- Topic: Advices on a logging library
- Replies: 1
- Views: 1171
Advices on a logging library
Hi guys, As my current project is growing, it's time for me to setup a proper log system instead of some prints lost in the code. So I'm looking for a logging library allowing me to control things like log severity, some fomatting, etc... I just want to write my log on files, nothing fancy like data...
- Wed Jun 18, 2014 2:41 pm
- Forum: Support and Development
- Topic: Memory management and graphic objects
- Replies: 7
- Views: 6050
Re: Memory management and graphic objects
Thank you very much for the fix.
I'll try to make further investigations for the shaders and let you know.
Cheers,
I'll try to make further investigations for the shaders and let you know.
Cheers,
- Wed Jun 18, 2014 11:34 am
- Forum: Support and Development
- Topic: Memory management and graphic objects
- Replies: 7
- Views: 6050
Re: Memory management and graphic objects
Thanks for the confirmation. Actually I found the problem (part of it at least), take this piece of code: function love.update(dt) local mesh = love.graphics.newMesh( {{0, 0, 0, 0}} ) local image = love.graphics.newImage("medias/textures/effects/light_mask.png") mesh = nil image = nil coll...
- Mon Jun 16, 2014 3:20 pm
- Forum: Support and Development
- Topic: Memory management and graphic objects
- Replies: 7
- Views: 6050
Re: Memory management and graphic objects
Hi guys, Thanks for your inputs but actually I think that I'm not facing a garbage collection problem, what I want is to be sure that my graphic resources are freed from the RAM bu also from the GPU. And loading everything in the load() is not an option for me as I really have a lot of different dat...
- Fri Jun 13, 2014 2:24 pm
- Forum: Support and Development
- Topic: Memory management and graphic objects
- Replies: 7
- Views: 6050
Memory management and graphic objects
Hi all, I'm currently having some memory problems on my project, I'm working on loading levels, returning to menus, etc... My current approach is to deference all my level rendering stuff when coming back to the menus hoping it will be garbage collected, and when loading a new level, I'm recreating ...