Search found 249 matches
- Mon Apr 22, 2024 11:09 pm
- Forum: Support and Development
- Topic: Create multiple squares upon keyclicks
- Replies: 3
- Views: 174
Re: Create multiple squares upon keyclicks
Nice. You can still remove the use of mainCanvas (that is, setCanvas(mainCanvas), setCanvas(), and draw(mainCanvas)), so having no canvases at all, and draw directly to the screen. You aren't doing anything different with the contents of the canvas except passing them to the screen already, so it's ...
- Mon Apr 22, 2024 1:01 am
- Forum: Support and Development
- Topic: Benchmark - put every function inside a object or inside a helper object
- Replies: 4
- Views: 1161
Re: Benchmark - put every function inside a object or inside a helper object
object:anotherFuction1() helper:anotherFuction1(object) As I understand it, the second case is right in being more expensive, as it handles more parameters. In both cases you have a table key query ("anotherFuction1"), but the parameters in the first case are (self,), and in the second ca...
- Sun Apr 21, 2024 6:04 pm
- Forum: Support and Development
- Topic: Create multiple squares upon keyclicks
- Replies: 3
- Views: 174
Re: Create multiple squares upon keyclicks
Hi Giuliano, welcome. Here are my impressions: - You don't need to reference the global table _G every time. This is already done for you when you use a name that was declared without the 'local' qualifier. It's a great practice to use "local" for everything, even things declared in the to...
- Fri Apr 19, 2024 12:30 am
- Forum: Libraries and Tools
- Topic: Rasterizing polygons into images
- Replies: 5
- Views: 1168
Re: Rasterizing polygons into images
Wow, thanks guys! I've tried to make the d-string parser, but it was always bad, there are too much variations how you can write the same vectors. Ah, mine is very simple and would probably fail too with some SVGs out in the wild. By the way, I was fascinated by your work on parabolas. I was looking...
- Tue Apr 16, 2024 1:44 pm
- Forum: Libraries and Tools
- Topic: Rasterizing polygons into images
- Replies: 5
- Views: 1168
Rasterizing polygons into images
This is an example script of rasterizing a polygon into a grayscale image (R8 format). So, starting from SVG data, you generate an Image object from it then draw that Image as needed. Depending on the shape and its size, it's a bit lighter to have it described as SVG data than as a PNG file in your ...
- Fri Apr 05, 2024 11:04 am
- Forum: Support and Development
- Topic: Avoid table overhead by using Data when creating a mesh
- Replies: 6
- Views: 511
Re: Avoid table overhead by using Data when creating a mesh
Wow, you're right. Thanks for the correction. I don't know why I said all of that, when a few days ago I had read the Löve source code and seen how it differentiates the possible uniform types (int, float etc), and used int in a shader myself... The OpenGL wiki does list more types that should be av...
- Thu Apr 04, 2024 9:12 pm
- Forum: Support and Development
- Topic: 2D Array
- Replies: 6
- Views: 522
Re: 2D Array
Code: Select all
function FallingSand:update(dt)
print(FallingSand:withinCols(5))
end
The colon syntax is explained in here (the entire PIL e-book is useful btw): https://www.lua.org/pil/16.html
- Thu Apr 04, 2024 10:18 am
- Forum: Support and Development
- Topic: Avoid table overhead by using Data when creating a mesh
- Replies: 6
- Views: 511
Re: Avoid table overhead by using Data when creating a mesh
Unorm16: according to this answer , on older OpenGL versions all data types are mapped to floats. So in your case, it would be a vec2 indeed. In the OpenGL wiki it says that there are other GLSL data types like int, uint, ivecn, uvecn and dvecn, so I think that after some GLSL version those new typ...
- Wed Apr 03, 2024 8:36 am
- Forum: Support and Development
- Topic: Different ways to adjust audio
- Replies: 4
- Views: 458
Re: Different ways to adjust audio
I'm in the same boat, in that I haven't tried the Löve audio system yet. What I'd do is make a folder with a main.lua inside it and treat it like a sandbox, testing all kinds of stuff. You mentioned that Banjo Kazooie style of speech, I think there are only two ways: playing the same source over and...
- Wed Apr 03, 2024 7:57 am
- Forum: Support and Development
- Topic: Avoid table overhead by using Data when creating a mesh
- Replies: 6
- Views: 511
Re: Avoid table overhead by using Data when creating a mesh
Using a flat array of attributes set by pointer index timed a bit faster than using an array of structs. But using structs leads to less cumbersome code, as instead of "myAttributes[vertexOffset + attributeOffset] = value", you'd do "myVertex.attribute = value". So unfortunately ...