Search found 274 matches
- Tue May 28, 2024 1:53 pm
- Forum: General
- Topic: Noita Lines In Love2D??
- Replies: 4
- Views: 213
Re: Noita Lines In Love2D??
That's particles. You draw particles that are 1-pixel wide on screen, and animate them in your code by simulating physical forces like "magnetism" etc. so the points converge to the shapes that you're trying to form. The fastest way to draw point particles in LÖVE is with a custom Mesh obj...
- Sun May 26, 2024 2:36 pm
- Forum: General
- Topic: Please can someone help me write a shader/function
- Replies: 5
- Views: 214
Re: Please can someone help me write a shader/function
By the way, Delaunay is related to Voronoi, you can get it by connecting the centers of neighboring Voronoi cells.
- Sun May 26, 2024 2:10 pm
- Forum: General
- Topic: Please can someone help me write a shader/function
- Replies: 5
- Views: 214
Re: Please can someone help me write a shader/function
Hi. Try a 2D Delaunay triangulation. 1) Besides the 4 initial points of the image rectangle (its 4 corners), also add a bit of random points on the 4 edges of the rectangle, and a bit of points randomly inside the rectangle. All of these points then are your point cloud. 2) Triangulate the point clo...
- Sat May 25, 2024 10:26 am
- Forum: General
- Topic: Help with my pool(billiards) game
- Replies: 4
- Views: 202
Re: Help with my pool(billiards) game
Get the angle between the mouse cursor and the ball with math.atan(mouseY - ballY, mouseX - ballX). The pool cue is 180 degrees (1 pi radians) in the other direction.
- Tue May 21, 2024 9:37 pm
- Forum: Support and Development
- Topic: How do you really tell if your game has a memory leak?
- Replies: 23
- Views: 2235
Re: How do you really tell if your game has a memory leak?
You can run it as fancy loop if you need proof that the construct will eventually crash your computer Regardless of what people want to call this, it does sound problematic as you have to explicitly call collectgarbage() before the program crashes, which isn't obvious if you expect the garbage coll...
- Fri May 17, 2024 10:28 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 17
- Views: 1269
Re: Garbage Collector and FFI
Yeah, and that's my biggest question. How do I keep them alive , they get garbage collected as soon as I start the program. Since you already seem to be keeping references to the things being used (at least the obvious ones), I'd think that the problem might be happening from something not obvious....
- Fri May 17, 2024 9:41 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 17
- Views: 1269
Re: Garbage Collector and FFI
I mean, I fill some of those buffers only one time while generating the map and then render them every frame. Other buffers are worked with constantly, they get new data every frame, and they still get garbage collected instantly. In your position, I'd check these things: That all FFI objects are k...
- Fri May 17, 2024 7:20 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 17
- Views: 1269
Re: Garbage Collector and FFI
Come on, that's not the entire code. You have a 'ffi' name in there, so it's missing at least the require("ffi") call. Also, the indentation suggests this is within some block scope which does impact on the lifetime of objects. The only time I had a garbage collection issue like that (quit...
- Thu May 16, 2024 5:56 am
- Forum: Support and Development
- Topic: whats the best way to make general colision detection?
- Replies: 6
- Views: 741
Re: whats the best way to make general colision detection?
@edu you're asking two different things: "how are collisions usually done in games", and "why is this thing in my game not working". The answer to the first is: usually you approximate the shape of complex objects with simpler geometrical primitives (like the boxes, circles/ellip...
- Tue May 14, 2024 5:51 pm
- Forum: Support and Development
- Topic: Chroma Key Shader
- Replies: 2
- Views: 1062
Re: Chroma Key Shader
I was rethinking about this. There are simpler ways. If you sample the video pixel in a shader, and that video pixel color is an exact match to the chroma key color, then you should discard that pixel (or make it transparent). That should already give you a 98% ideal result. The remaining 2% is rega...