Search found 55 matches
- Fri Feb 13, 2015 5:06 am
- Forum: Support and Development
- Topic: LOVE lag spikes
- Replies: 19
- Views: 3772
Re: LOVE lag spikes
If I'm not mistaking there's another side effect to turning off vsync, screen tearing. IMO you're better off keeping vsync enabled and still using dt to get constant motion - that way the lag spikes won't show up as hiccups in perceived movement.
- Fri Feb 13, 2015 4:22 am
- Forum: Support and Development
- Topic: [Solved] Question about slopes
- Replies: 5
- Views: 2106
- Thu Feb 12, 2015 5:41 am
- Forum: Support and Development
- Topic: LOVE lag spikes
- Replies: 19
- Views: 3772
Re: LOVE lag spikes
The pattern seems quite consistent, which suggests interference with something. A system process? VSync?
Does it happen if you give the love process highest priority?
Does it happen if you give the love process highest priority?
- Thu Feb 12, 2015 5:05 am
- Forum: Support and Development
- Topic: Collisions - love.physics or Hardon Collider?
- Replies: 8
- Views: 3872
Re: Collisions - love.physics or Hardon Collider?
Your choice should really be based on whether you want physics behaviour for your character. If you want to bounce boxes around, have things bounce off the player, throwable stuff - box2d should be your choice. If you want tight controls - other collision routines will give you more control. You can...
- Wed Feb 11, 2015 5:31 am
- Forum: Libraries and Tools
- Topic: [Library] splashy - Easy Splash Screens
- Replies: 3
- Views: 2945
Re: [Library] splashy - Easy Splash Screens
Get the transparent love window working Yeah, that would be a stretch goal in a kickstarter. You'd have to know a fair bit more than just Love2D and lua, you'd have to know SDL, see if you can pull it in through FFI and then pray that your experiment works on all platforms - most of us don't have t...
- Mon Feb 09, 2015 10:50 pm
- Forum: Support and Development
- Topic: Memory limits less than expected?
- Replies: 8
- Views: 2427
Re: Memory limits less than expected?
Cheers, I assumed floats in the array part were stored as floats. TIL.Even if LuaJIT were compiled to use 32 bit floats rather than 64 bit floats each unique value would still use at least 64 bits though.
- Mon Feb 09, 2015 9:53 pm
- Forum: Support and Development
- Topic: Memory limits less than expected?
- Replies: 8
- Views: 2427
Re: Memory limits less than expected?
As slime said - LuaJit is limited to addressing 2 gig (it uses the high bit for other purposes). You array example crashes because you're crossing that boundary. (one array entry is 4 bytes (assuming love2d is compiled to use floats, not doubles) so you would never hit 1 billion entries (500.000.000...
- Fri Dec 19, 2014 7:33 am
- Forum: Support and Development
- Topic: LÖVE framerate stutters?
- Replies: 37
- Views: 14258
Re: LÖVE framerate stutters?
Even if you control stepsize yourself, you can still get spikes if you have a lot of garbage that is C userdata since Lua frees that all garbage userdata up in one atomic step.
- Fri Dec 05, 2014 6:14 am
- Forum: Support and Development
- Topic: Passing a table to a shader
- Replies: 9
- Views: 5412
Re: Passing a table to a shader
I am not sure why you feel using a texture is overkill. When you pass a texture you a) Give the shader something it's made to work with and work with fast b) Only use up one shader parameter slot When you pass 600 values a) I think you can't do that. Are there that many parameter slots? b) Regardles...
- Mon Nov 03, 2014 6:09 am
- Forum: Support and Development
- Topic: Best way to do multi layered parallaxing? (performance!)
- Replies: 8
- Views: 2359
Re: Best way to do multi layered parallaxing? (performance!)
Couple of things. - The suggestion to cut your image into a mesh that only (approximately) draws the parts that have actual pixels, should give a nice increase as all the transparent pixels still need to be read, alpha tested and rejected, which is a waste of GPU cycles. - Try encoding your image as...