Search found 721 matches

by grump
Wed May 12, 2021 6:15 pm
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 350

Re: Garbage going crazy

In case it helps, here's my package.path (in both Löve and command line luajit): I added the jit system directory to LÖVE's require path and it finds dump.lua. Unfortunately I can't use it like that because the LÖVE AppImage I use has LuaJIT 2.0.4 and my system has 2.1.0 installed. I'm just gonna g...
by grump
Wed May 12, 2021 11:33 am
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 350

Re: Garbage going crazy

Oops. Maybe it does for me because I have LuaJIT installed system-wide. Hm, me too. I'll look into it later, thank you. Just to add a little bit more weirdness: local inRange = self.y - y < self.spriteSize if not inRange then return end Speed before adding these two lines: 500+ fps Speed after addi...
by grump
Wed May 12, 2021 12:16 am
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 350

Re: Garbage going crazy

Sounds like the "magical" issues i had with FFI myself, with some audio modules i coded that ran with speeds varying like that... doing casting shenanigans between integers and floats with unions... I see it all the time. The more you deviate from standard Lua code, the more it becomes ap...
by grump
Tue May 11, 2021 8:37 pm
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 350

Re: Garbage going crazy

Nice fix. It fixed the garbage problem, but there's still huge performance fluctuations between runs. Most of the time it takes a constant 2 ms per update, other times it takes 4-6 ms. Once in a while it only takes .4 ms. It decides how fast it wants to run at every start and sticks to its decision...
by grump
Tue May 11, 2021 4:44 am
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 350

Re: Garbage going crazy

Without much analysis, I think what you see is that the short loop (1..10) is stopping the trace. Unrolling it solves the issue. Thanks for checking. I have these two big components in my project that rely heavily on ffi types, and they both perform well on their own. But as soon as both of them ar...
by grump
Mon May 10, 2021 8:42 pm
Forum: Support and Development
Topic: Garbage going crazy
Replies: 12
Views: 350

Garbage going crazy

When you run this love file, it will display the current garbage collection counter. It goes up pretty fast. The program does basically nothing, just counting a few variables up and down, and it calls a bunch of empty functions. The only thing that should produce garbage is the display of the garbag...
by grump
Mon May 03, 2021 12:39 pm
Forum: Support and Development
Topic: Coordinates for lines vs points (and pixel grid alignment for points)
Replies: 20
Views: 2759

Re: Coordinates for lines vs points (and pixel grid alignment for points)

It's not that difficult or weird actually. Rectangles and lines drawn at 0,0 will be blurry and should be placed at .5,.5 instead because that's how the coordinate system works. Images and text drawn at .5,.5 will be blurry and should be placed at 0,0 instead because that's how the coordinate system...
by grump
Mon May 03, 2021 8:51 am
Forum: Support and Development
Topic: Coordinates for lines vs points (and pixel grid alignment for points)
Replies: 20
Views: 2759

Re: Coordinates for lines vs points (and pixel grid alignment for points)

In the end, it doesn't matter how the underlying hardware works. Oh yes, yes it does x). Oh no, no it doesn't. LÖVE is an abstraction layer over an abstraction layer, over an abstraction layer,... Abstracting these details away in an intuitive way is literally the reason why it exists. The best API...
by grump
Thu Apr 29, 2021 8:22 am
Forum: Support and Development
Topic: Pixilated circle
Replies: 9
Views: 1053

Re: Pixilated circle

Setting the default filter to nearest does not affect already created textures even if you do it in every frame. The correct solution was posted already, you just need to read more carefully.
by grump
Fri Apr 23, 2021 5:26 am
Forum: Support and Development
Topic: FFI: How to store a tcp client object in a more efficient way?
Replies: 10
Views: 2056

Re: FFI: How to store a tcp client object in a more efficient way?

kicknbritt wrote: Thu Apr 22, 2021 11:22 pm 6000 a second for 10 million clients is 60 Gbps.
Nope, that's 480 Gbps. Gbps = Billion bits per second.

I like your ambition. This game is gonna break several world records and will be one for the history books. Good luck!