Search found 100 matches
- Sun Jun 23, 2024 6:38 pm
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
So you don't want to use the GPU to draw your geometry, but you want to write an software rasterizer? Then you should use the FFI approach Something like this. It's just a mockup -- you could use byteData instead, if you don't need to render it depthBufferData = love.image.newImageData( width, heig...
- Sun Jun 23, 2024 6:24 pm
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
So you don't want to use the GPU to draw your geometry, but you want to write an software rasterizer? Then you should use the FFI approach Something like this. It's just a mockup -- you could use byteData instead, if you don't need to render it depthBufferData = love.image.newImageData( width, heigh...
- Sun Jun 23, 2024 5:48 pm
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
You didn't even answer my question
- Sun Jun 23, 2024 5:36 pm
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
I'm sorry, but I still don't understand what you're trying to achieve. Do you want to write a software renderer, where you can draw per pixel to a framebuffer? If yes, you should try the FFI approach someone posted earlier. With the GPU, you usually don't draw per pixel stuff, but polygons or sprite...
- Sun Jun 23, 2024 3:36 pm
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
Thats the thing, I dont know what im doing wrong either. Thats why im saying lua confuses me. Unless the code im calling isnt running at real time, which is possible. But How am i supposed to get around that? Its only running 6400 lines a second so it must be doing it at non real time. Without post...
- Sun Jun 23, 2024 10:59 am
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
It is much more difficult, @UnixRoot is right. In what (existing) language are you going to write it, anyway? Not if the language you were using was confusing you. Which, right now, lua is kinda confusing me. Love2d is fine, but lua's framework confuses me. like how does lua render slower then scra...
- Fri Jun 21, 2024 5:56 am
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
Nice idea. He could later also write a software renderer to learn how a 3D engine works. Write an Obj parser, the file format is human readable and pretty easy to understand and to parse. Write a vec3 and a mat4 lib to transform your vertices. This way you learn about the math behind all the 3D tran...
- Thu Jun 20, 2024 7:26 am
- Forum: Support and Development
- Topic: speed
- Replies: 47
- Views: 9424
Re: speed
Im really really avoidant of making my own language, but i may have to. And how do you imagine writing your own programming language? It's much more difficult than reading the Love2D documentation or understanding the concept of a depth buffer. Just read the Love2D documentation. The logic of progr...
- Wed Jun 19, 2024 10:49 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1799
- Views: 1692284
Re: What's everyone working on? (tigsource inspired)
love 2024-06-19 12-31-45-64.png Optimizing my CPU based voxelspace renderer. I found nothing online on how to implement sprites in a voxel engine. Every tutorial ends before the sprites. But after almost one week of trial and error i actually got a z-buffer and sprites to work with really great per...
- Thu Jun 13, 2024 8:19 am
- Forum: Support and Development
- Topic: Garbage Collector and FFI
- Replies: 23
- Views: 6746
Re: Garbage Collector and FFI
Sorry for the late reply, but this time I have an example that crashes because of the garbage collector. You don't have to do anything. Just start the program, wait for the garbage to raise until around 1024 kb, then the garbage collector kicks in and kills everything. If you disable the the line wi...