Search found 3556 matches

by pgimeno
Thu Nov 23, 2023 9:56 am
Forum: Support and Development
Topic: [SOLVED] Top Down Character Animation in 4 Different Directions
Replies: 6
Views: 10725

Re: Character Animation in different directions

You're mixing FrameEnabled (without 's') and FramesEnabled (with 's'). But the cause of the error is that you initialize FrameEnabled like this: FrameEnabled = {FramesWalkingUp[FrameIndex], FramesWalkingDown[FrameIndex], FramesWalkingRight[FrameIndex], FramesWalkingLeft[FrameIndex]} That's indeed a ...
by pgimeno
Sun Nov 19, 2023 9:59 pm
Forum: Support and Development
Topic: Error Handling: outofmem issue
Replies: 6
Views: 5000

Re: Error Handling: outofmem issue

That's right. See if that solves anything.
by pgimeno
Sun Nov 19, 2023 8:28 pm
Forum: Support and Development
Topic: Error Handling: outofmem issue
Replies: 6
Views: 5000

Re: Error Handling: outofmem issue

Oh you didn't mention that before did you?

Maybe the issue is that you're not releasing the previous image (Object:release) and there are too many in RAM or VRAM waiting to be garbage-collected?
by pgimeno
Sun Nov 19, 2023 3:36 pm
Forum: Games and Creations
Topic: Gravity Circuit
Replies: 14
Views: 13662

Re: Gravity Circuit

Thanks for the heads up, I don't actively use macOS, so I didn't quite realize that issue with the threads (truth be told, the threading is some ancient legacy code that could use an overhaul). I was turning JIT off on MacOS on the main thread, due to some potential luajit issues . Will look at add...
by pgimeno
Sun Nov 19, 2023 7:31 am
Forum: Support and Development
Topic: Error Handling: outofmem issue
Replies: 6
Views: 5000

Re: Error Handling: outofmem issue

My first suspicion would be the saved JPEG file, Have you checked if the JPEG loads fine in isolation?
by pgimeno
Fri Nov 17, 2023 6:42 pm
Forum: Games and Creations
Topic: Gravity Circuit
Replies: 14
Views: 13662

Re: Gravity Circuit

I am definitely not a fan of the genre, but it looked impressive to me either way. So much so that I mentioned it to a friend, and he bought it to run it on his Mac. He showed it to me; one problem was that the resource loading was very slow, so I took a look at the code. I found out that you're usi...
by pgimeno
Fri Nov 17, 2023 6:29 pm
Forum: Support and Development
Topic: What's point of timeout?
Replies: 1
Views: 2417

Re: What's point of timeout?

I haven't looked into lua-enet, but if that timeout is what I think it is (i.e. internally passed to a select() call) then it's intended for pausing the thread until either something is received, or the timeout expires, whichever comes first. It's useful in the case of a multithreaded application wi...
by pgimeno
Fri Nov 10, 2023 5:09 pm
Forum: Libraries and Tools
Topic: moonODE (Open Dynamics Engine (ODE)) bindings
Replies: 17
Views: 75097

Re: moonODE (Open Dynamics Engine (ODE)) bindings

I said:
pgimeno wrote: Fri Nov 10, 2023 12:07 am You can replace them all at once, by overriding the default pairs() function with this one:

Code: Select all

function pairs(t)
  return next, t, nil
end
Alas, that won't work. You need a different name, otherwise it compiles to the same thing.

Code: Select all

function xpairs(t)
  return next, t, nil
end
by pgimeno
Fri Nov 10, 2023 12:07 am
Forum: Libraries and Tools
Topic: moonODE (Open Dynamics Engine (ODE)) bindings
Replies: 17
Views: 75097

Re: moonODE (Open Dynamics Engine (ODE)) bindings

I believe he meant:

Code: Select all

  for k,v in pairs(t) do
can be replaced with:

Code: Select all

  for k,v in next,t do
You can replace them all at once, by overriding the default pairs() function with this one:

Code: Select all

function pairs(t)
  return next, t, nil
end