Do Agree with that.Bruce Whiteside wrote:Make it work before you make it work fast.
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- Thu Aug 11, 2011 4:27 pm
- Forum: General
- Topic: Lua Performance Tips
- Replies: 39
- Views: 21653
Re: Lua Performance Tips
- Thu Aug 11, 2011 12:32 pm
- Forum: Libraries and Tools
- Topic: Sudöku - sudoku solver
- Replies: 6
- Views: 1998
Re: Sudöku - sudoku solver
Wow.. Solving process is quite fast. Nice job!
Guess you might be interested in WxLuaSudoku, by John Labenski.
it uses WxLua, a WxWidgets binding for Lua.
Guess you might be interested in WxLuaSudoku, by John Labenski.
it uses WxLua, a WxWidgets binding for Lua.
- Thu Aug 11, 2011 12:20 pm
- Forum: General
- Topic: Lua Performance Tips
- Replies: 39
- Views: 21653
Re: Lua Performance Tips
Is this true for love functions as well? Of course, it is... Just assume that love functions are packed in a global table. Assigning them to local function make them run faster. Anyway, I am pretty sure that this is unecessary, cause Löve engine is fast enough. That would be superfluous... @Taehl: ...
- Thu Aug 11, 2011 11:20 am
- Forum: Libraries and Tools
- Topic: Sudöku - sudoku solver
- Replies: 6
- Views: 1998
Re: Sudöku - sudoku solver
You do have kind of weird ways to divert...T-Bone wrote:I was bored.
![Hurr Durr :crazy:](./images/smilies/ms-crazy.png)
Seems my graphic card have a point with OpenGL..
Error: Cannot create Framebuffers...
Just curious..What kind of algorithm did you use for solving ?
I am expecting backtracking...
![Ultrahappy :ultrahappy:](./images/smilies/ms-ultrahappy.png)
- Thu Aug 11, 2011 9:54 am
- Forum: General
- Topic: Lua Performance Tips
- Replies: 39
- Views: 21653
Lua Performance Tips
This is for all those for have been looking for techniques to improve their coding style, and all those who want to learn.
This is a part of LuaGems, more precisely chapter two.
Guess it might be useful to you. I was, to me.
Link: Lua Performance Tips, By Roberto Ierusamlischy.
This is a part of LuaGems, more precisely chapter two.
Guess it might be useful to you. I was, to me.
Link: Lua Performance Tips, By Roberto Ierusamlischy.
- Thu Aug 11, 2011 9:14 am
- Forum: Games and Creations
- Topic: [WIP] My Basic RTS : Codename NaW
- Replies: 28
- Views: 13885
Re: [WIP] My Basic RTS : Codename NaW
Are you sure the error line was 73...? ...
Anyway, Thanks for reporting this to me. I guess this is definitely releated to the use of io.open for writing file.
I should have used love.filesystem instead...
Anyway, Thanks for reporting this to me. I guess this is definitely releated to the use of io.open for writing file.
I should have used love.filesystem instead...
- Tue Aug 09, 2011 4:28 pm
- Forum: Games and Creations
- Topic: [WIP] My Basic RTS : Codename NaW
- Replies: 28
- Views: 13885
Re: [WIP] My Basic RTS : Codename NaW
yay, thanks for the suggestion. I already knew about love.filesystem abstraction, but the fact is I just needed a quick way to write out some tables contents for debugging issues... I did it this way cause I was familiar with io output functions, I guess ![Ultrahappy :ultrahappy:](./images/smilies/ms-ultrahappy.png)
![Ultrahappy :ultrahappy:](./images/smilies/ms-ultrahappy.png)
- Sun Aug 07, 2011 8:25 pm
- Forum: Libraries and Tools
- Topic: LuAstar, a simple A* pathfinding class
- Replies: 37
- Views: 19158
Re: LuAstar, a simple A* pathfinding class
The algorithm would have been simpler to implement without the hardcoded parts. Well, as some said before, I just write it that way cause I need it to work on 2d maps... with simple rectangular tiles :awesome: But, I am always happy to learn new stuff. And you seem to be more experienced in this, s...
- Sun Aug 07, 2011 7:45 pm
- Forum: Games and Creations
- Topic: [WIP] My Basic RTS : Codename NaW
- Replies: 28
- Views: 13885
[WIP] My Basic RTS : Codename NaW
Hi All, I have been working today on a basic Real time strategy game. First, let me make it clear, I don't intend to make something highly complete, and to say the truth, I am not really sure to end this. I just started this for fun, to explore real time stratey games techniques used in coding, path...
- Sun Aug 07, 2011 7:25 pm
- Forum: Libraries and Tools
- Topic: LuAstar, a simple A* pathfinding class
- Replies: 37
- Views: 19158
Re: LuAstar, a simple A* pathfinding class
Well, since I have never used love.physics, I dunno..Maybe, I guess. WHat do you mean exactly when saying 'not tile-based' ? kinda confused... ![Oh :o:](./images/smilies/ms-surprised2.png)
![Oh :o:](./images/smilies/ms-surprised2.png)