Search found 24 matches

by Felix_Maxwell
Wed Apr 28, 2021 6:04 pm
Forum: Support and Development
Topic: Pixilated circle
Replies: 13
Views: 11509

Re: Pixilated circle

I am curious: why do you want it to be one pixel and then scaled up? Normally you would just provide different arguments to love.graphics.circle: -- from docs love.graphics.circle( mode, x, y, radius ) --example love.graphics.circle("fill", 100, 100, [change this value]) But you probably a...
by Felix_Maxwell
Thu Jan 21, 2021 5:55 pm
Forum: Support and Development
Topic: Circular collisions with PNGs
Replies: 4
Views: 7102

Re: Circular collisions with PNGs

you could see it if you draw the collision circles -- ( in love.draw() ) -- love.graphics.circle( mode, x, y, radius ) love.graphics.setColor(0, 0.3, 0.2, 0.3) -- transparent yellowish love.graphics.circle('line', x, y, radius) love.graphics.setColor(1, 1, 1, 1) -- set the color back to normal after...
by Felix_Maxwell
Sun Dec 27, 2020 3:46 am
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 48009

Re: Optimization Stuff

Developers being "lazy" is hardly anything new. Games like the original Doom pushed the limits of the available systems at the time, and yet they had parts of the code that wasn't "as optimized as possible" simply because they didn't need to be. (If I remember correctly, the ass...
by Felix_Maxwell
Sat Dec 26, 2020 10:39 pm
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 48009

Re: Optimization Stuff

If you don't learn to deal with it, you'll hit a performance ceiling sooner or later. I don't think knowledge is the problem - I would say it's a pretty safe bet that most everyone in this thread knows C/C++, and that we make games with Lua because we choose to. Would you not hit a performance ceil...
by Felix_Maxwell
Sat Dec 26, 2020 2:59 pm
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 48009

Re: Optimization Stuff

It's nearly impossible to produce zero garbage in non-trivial interactive games. Does changing the amount of garbage significantly change the CPU use of the GC? I thought it used most of it's time 'mark and sweep'-ing through all of the tables in the game. I assume you cut down garbage by nil-ing s...
by Felix_Maxwell
Fri Dec 25, 2020 3:27 am
Forum: Support and Development
Topic: Do I need to worry about DTs greater than 1?
Replies: 4
Views: 4557

Re: Do I need to worry about DTs greater than 1?

It can be good to exclude long dt's because the dt just stacks up when certain things happen, for example if the window is grabbed and dragged. At the top of your update() function in your main.lua you could put: if dt > 0.075 then return end Then it'll simply ignore/not do frames with huge [dt]. It...
by Felix_Maxwell
Mon Dec 21, 2020 2:31 pm
Forum: Libraries and Tools
Topic: LuaPd - Real-time audio synthesis with Pd (Pure Data)
Replies: 9
Views: 15307

Re: LuaPd - Real-time audio synthesis with Pd (Pure Data)

This is so cool, great work! :awesome: I've been using Max/MSP /Pd for like 12 years so this is quite neat to see. It opens up possibilities of creating music production tools with Love as the GUI. I've also been considering using luasocket to communicate with SuperCollider, though the overhead of h...
by Felix_Maxwell
Fri Dec 18, 2020 1:37 am
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 48009

Re: Optimization Stuff

Wow, that's so... easy! Thanks!
by Felix_Maxwell
Thu Dec 17, 2020 9:44 pm
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 48009

Re: Optimization Stuff

Thanks, I got a little worried for a minute there. So If I can attach references wherever I want, if I wanted a piercing projectile to only damage each specific entity it hits only one time, could I add an array of references to entities it's already hit onto the projectile, and then compare to see ...
by Felix_Maxwell
Wed Dec 16, 2020 9:03 pm
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 48009

Re: Optimization Stuff

This makes sense to me, because I see how the garbage collector could get caught in a loop while making sure a table has no remaining references. I actually do this a TON in my project, makes everything pretty easy, and I can spawn in a few thousand entities (each one containing about 9 circularly l...