That one is smooth for me.
For me the print was triggering a lot of the time, perhaps because the tolerance was small. When I changed it to 1/56, it barely triggered.
Note my system is Linux, not sure if that makes a difference.
Search found 2486 matches
- Fri Feb 12, 2021 7:22 pm
- Forum: Support and Development
- Topic: stutter while scrolling
- Replies: 5
- Views: 1477
- Fri Feb 12, 2021 6:53 pm
- Forum: Libraries and Tools
- Topic: Gspöt - retained GUI lib
- Replies: 169
- Views: 95868
Re: Gspöt - retained GUI lib
I've added a check for "this.value ~= nil" to fix (what I believe to be) the bug that causes regular buttons to change their color behavior when they are parented to another object. Only buttons which have an explicit this.value property will change their color behavior. Can you provide a test case...
- Fri Feb 12, 2021 6:22 pm
- Forum: Support and Development
- Topic: stutter while scrolling
- Replies: 5
- Views: 1477
Re: stutter while scrolling
It depends on what you call micro-stutters. I see a little bit of tearing. If I enable vsync like Tabaqui suggests, the tearing is gone but the scroll is still not 100% smooth. But that's expected because the speed isn't a constant amount of pixels per frame like it used to be in old games; that's a...
- Fri Feb 12, 2021 5:52 pm
- Forum: Support and Development
- Topic: Help with GUI
- Replies: 21
- Views: 3357
Re: Help with GUI
1. How to check which button was clicked? I think that we can start from something like: function love.mousepressed(x, y, button, istouch) if button == 1 then local clicked_botton = get_clicked_button (all_visible_bottons, {x=x, y=y}) end end If all you have is buttons, you can have an array of but...
- Fri Feb 12, 2021 12:44 pm
- Forum: Support and Development
- Topic: Help with GUI
- Replies: 21
- Views: 3357
Re: Help with GUI
Theoretically, someday I can understand them. Is here any way to save metatables into the file? Into what file? Serialization libraries rarely save metatables. You can however retrieve the metatable and serialize it, if you really want that, but it's not likely that you will get the result you expe...
- Fri Feb 12, 2021 11:59 am
- Forum: Support and Development
- Topic: Help with GUI
- Replies: 21
- Views: 3357
Re: Help with GUI
Can you explain the right way how to hold in memory and draw such GUI in Löve? Best way is probably to use a GUI library, or develop your own. I'm not aware of any tutorial about creating your own GUI in Löve. I can't understand metatables and it will be nice just not use them. Not sure if this wil...
- Thu Feb 11, 2021 9:52 pm
- Forum: Support and Development
- Topic: 3d (g3d): how to draw only visible models? FPS drop!
- Replies: 5
- Views: 1465
Re: 3d (g3d): how to draw only visible models? FPS drop!
Yes, using wrapping mode. Texture:setWrap. Set the UVs to be from 0 to MAP_W/MAP_H instead of from 0 to 1. That won't work with a texture atlas, though, unless you do the wrapping manually in the shader, but you seem to be using a single texture and not an atlas, so it shouldn't be a problem.
- Thu Feb 11, 2021 9:22 pm
- Forum: Libraries and Tools
- Topic: Gspöt - retained GUI lib
- Replies: 169
- Views: 95868
Re: Gspöt - retained GUI lib
Fix pushed, thanks for the report!
- Thu Feb 11, 2021 8:55 pm
- Forum: Support and Development
- Topic: body shape - bezier curve
- Replies: 2
- Views: 1338
Re: body shape - bezier curve
No. At best you can approximate it with polygons, and draw it as Bézier.
- Thu Feb 11, 2021 8:46 pm
- Forum: Support and Development
- Topic: 3d (g3d): how to draw only visible models? FPS drop!
- Replies: 5
- Views: 1465
Re: 3d (g3d): how to draw only visible models? FPS drop!
Draw calls are expensive, and you're using two draw calls per tile. With a 100x100 map, that's 20,000 draw calls. Try building a mesh with the whole map instead. Or maybe one with the ceiling and vertical walls, and another one with the floor and horizontal walls (to draw them at different intensiti...