Search found 55 matches

by bizziboi
Fri Feb 13, 2015 5:06 am
Forum: Support and Development
Topic: LOVE lag spikes
Replies: 19
Views: 3158

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.
by bizziboi
Thu Feb 12, 2015 5:41 am
Forum: Support and Development
Topic: LOVE lag spikes
Replies: 19
Views: 3158

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?
by bizziboi
Thu Feb 12, 2015 5:05 am
Forum: Support and Development
Topic: Collisions - love.physics or Hardon Collider?
Replies: 8
Views: 3021

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...
by bizziboi
Wed Feb 11, 2015 5:31 am
Forum: Libraries and Tools
Topic: [Library] splashy - Easy Splash Screens
Replies: 3
Views: 2369

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...
by bizziboi
Mon Feb 09, 2015 10:50 pm
Forum: Support and Development
Topic: Memory limits less than expected?
Replies: 8
Views: 1989

Re: Memory limits less than expected?

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.
Cheers, I assumed floats in the array part were stored as floats. TIL.
by bizziboi
Mon Feb 09, 2015 9:53 pm
Forum: Support and Development
Topic: Memory limits less than expected?
Replies: 8
Views: 1989

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...
by bizziboi
Fri Dec 19, 2014 7:33 am
Forum: Support and Development
Topic: LÖVE framerate stutters?
Replies: 37
Views: 11255

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.
by bizziboi
Fri Dec 05, 2014 6:14 am
Forum: Support and Development
Topic: Passing a table to a shader
Replies: 9
Views: 4234

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...
by bizziboi
Mon Nov 03, 2014 6:09 am
Forum: Support and Development
Topic: Best way to do multi layered parallaxing? (performance!)
Replies: 8
Views: 2016

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...