Search found 131 matches

by Sasha264
Sun Nov 12, 2023 5:57 pm
Forum: Support and Development
Topic: Help with shaders!
Replies: 2
Views: 1507

Re: Help with shaders!

Good day! I will focus on CPU vs GPU part of the question. CPU only: The method you're currently using is CPU-intensive because you're manually iterating over every pixel to set its color, and then you're drawing each pixel as a rectangle. This is all being done on the CPU, which isn't designed to e...
by Sasha264
Sun May 28, 2023 8:23 pm
Forum: Support and Development
Topic: Iteration order
Replies: 18
Views: 3242

Re: Iteration order

Use ipairs, if you do. That raises an interesting question, btw: is it safe to use pairs to iterate plain tables (with keys 1, 2, 3, ...), and assume that they will be iterated in correct order? Or the only way to make sure of iteration order is to use ipairs? At the moment it works ok in all versi...
by Sasha264
Sun May 28, 2023 8:15 pm
Forum: Support and Development
Topic: Iteration order
Replies: 18
Views: 3242

Re: Iteration order

You probably want to check jit.version instead; Yes! Thanks for that hint :cool: Now I see the change: LuaJIT 2.0.5 >> 2.1.0-beta3 Then those games were coded with an incorrect assumption, and such, should be fixed by their developers/maintainers. :o: With that I agree, it should be fixed =) This e...
by Sasha264
Sun May 28, 2023 1:42 pm
Forum: Support and Development
Topic: Iteration order
Replies: 18
Views: 3242

Re: Iteration order

It gets more interesting with numbers keys. In Love 11.2 and in Love 11.4 this iteration order is the same and constant: 5 6 7 899 58 -56.3 555.555 1e-21 9999 But when I add some strings to this, they start jumping back and forth (in 11.4): 5 6 7 899 -56.3 58 a cup some tea 555.555 1e-21 9999 Isn't ...
by Sasha264
Sun May 28, 2023 12:26 pm
Forum: Support and Development
Topic: Iteration order
Replies: 18
Views: 3242

Iteration order

Good day! :3 Recently I have updated one game from Love 11.2 to Love 11.4. So far, everything has been good, but I did notice one funny thing: local temp = {} temp["stone"] = 1 temp["scrap"] = 1 temp["organics"] = 1 temp["quartz"] = 1 for id,_ in pairs(temp) d...
by Sasha264
Sun May 14, 2023 1:51 pm
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 4229

Re: Puzzled by a potential memory leak

If I collect every frame, the memory consumption stays at a stable level for hours, but it lags really bad. It's not a real leak, it's really a garbage problem. Ok! Back to collecting garbage then =) Have you tried tweaking the numbers? The first number will be the 5 in collectgarbage("step&qu...
by Sasha264
Sun May 14, 2023 6:05 am
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 4229

Re: Puzzled by a potential memory leak

...but you forgot step 9... Maybe I haven't reached that point yet... :rofl: I'm just trying your approach and I have to say its A LOT smoother now, but the memory leak is still present. It just grows way slower. It seems like the garbage collector doesn't collect all the of garbage. Hmm, the secon...
by Sasha264
Sat May 13, 2023 9:39 am
Forum: Support and Development
Topic: How I change directory with love.filesystem
Replies: 2
Views: 1711

Re: How I change directory with love.filesystem

Good day and welcome! :3 Sadly, Love2d has some unpleasant restrictions about working with files aside from default savegame directory. This is caused by some cross-platform features and some security reasons. With love.filesystem you can only change the name of save directory with love.filesystem.s...
by Sasha264
Sat May 13, 2023 8:23 am
Forum: Support and Development
Topic: Love too many
Replies: 3
Views: 1944

Re: Love too many

Not an answer, but you might consider filing a bug here to make this error message more helpful: https://github.com/love2d/love/issues/ Yes! That I did. Not for this particular issue, but the process worked well :3 I just want to be sure of what exactly to report. I need more confidence in pinpoint...
by Sasha264
Sat May 13, 2023 8:01 am
Forum: Support and Development
Topic: FilterMode Bluriness and Workarounds
Replies: 10
Views: 2624

Re: FilterMode Bluriness and Workarounds

pgimeno wrote: Fri May 05, 2023 8:42 pm I mean, I thought autobatching screws that up, because the transform is now performed CPU-side, and the shader receives a plain an identity matrix.
This is quite intriguing...
It appears to be a crucial aspect to consider for anyone planning to develop a vertex shader! :awesome: