Search found 1655 matches
- Thu Dec 31, 2020 2:46 pm
- Forum: Libraries and Tools
- Topic: SUPER STRICT for LUA
- Replies: 27
- Views: 1946
SUPER STRICT for LUA
SUPER STRICT for LUA SUPER STRICT finds undeclared variables in your Lua source code as soon as the file is loaded. local function myFunc() a = 5 -- undefined variable 'a' end --myFunc() -- an error is detected without even calling myFunc! SUPER STRICT also detects redefinition of variable names: l...
- Thu Dec 31, 2020 2:43 pm
- Forum: Libraries and Tools
- Topic: Steamworks FFI
- Replies: 15
- Views: 12816
Re: Steamworks FFI
Yep, I'll include a license in the update.
It is allowed to use the library in your commercial projects as long as you provide credit to 2dengine.
It is allowed to use the library in your commercial projects as long as you provide credit to 2dengine.
- Sun Dec 27, 2020 4:31 pm
- Forum: Support and Development
- Topic: Safe Login to Server
- Replies: 11
- Views: 1349
Re: Safe Login to Server
Not sure what you are trying to do here.
My library is designed to work within the Steam client.
The Steamworks Web API is for websites or apps running outside of the Steam client.
My library is designed to work within the Steam client.
The Steamworks Web API is for websites or apps running outside of the Steam client.
- Sun Dec 27, 2020 6:35 am
- Forum: Games and Creations
- Topic: Hoarder's Horrible House of Stuff - A 3D Puzzle Game
- Replies: 8
- Views: 879
Re: Hoarder's Horrible House of Stuff - A 3D Puzzle Game
This is actually pretty impressive for a Love2D game. Well done.
- Sat Dec 26, 2020 3:33 pm
- Forum: General
- Topic: Optimization Stuff
- Replies: 40
- Views: 14623
Re: Optimization Stuff
Intermediate tables are basically short-lived and not stored (for very long):Felix_Maxwell wrote: ↑Sat Dec 26, 2020 2:59 pm[What do you mean by intermediate? do you mean something like:
Code: Select all
function getPosition()
return {x,y}
end
- Sat Dec 26, 2020 2:45 pm
- Forum: Support and Development
- Topic: Safe Login to Server
- Replies: 11
- Views: 1349
Re: Safe Login to Server
You can call:
Having said that, there is rarely a need for the ticket so
make sure you read and understand the Steamworks documentation.
The following two functions should be enough for most games:
Code: Select all
user = steam.getUser()
ticket = user:getAuthTicket()
make sure you read and understand the Steamworks documentation.
The following two functions should be enough for most games:
Code: Select all
steam.isRunning()
steam.isConnected()
- Sat Dec 26, 2020 7:18 am
- Forum: Support and Development
- Topic: Safe Login to Server
- Replies: 11
- Views: 1349
Re: Safe Login to Server
Thanks for pointing this out. The library works although I haven't had time to update the examples or produce decent documentation. The flat API is considerably harder and requires good understanding of Lua FFI: local cid = ffi.new('uint64_t', id) local req = lib.SteamAPI_ISteamUserStats_RequestUser...
- Fri Dec 25, 2020 9:37 pm
- Forum: Support and Development
- Topic: Safe Login to Server
- Replies: 11
- Views: 1349
Re: Safe Login to Server
Sorry about that. The repository should be visible now.
- Fri Dec 25, 2020 7:08 am
- Forum: Support and Development
- Topic: Safe Login to Server
- Replies: 11
- Views: 1349
Re: Safe Login to Server
Writing a secure login and authentication system is a hard problem. LuaSocket does not support SSL. Or you can use my Steamworks binding: https://love2d.org/forums/viewtopic.php?t=87917 My library supports generic HTTPS requests, although you are better off using the existing Steamworks authenticati...
- Fri Dec 25, 2020 7:02 am
- Forum: Support and Development
- Topic: Do memory pools actually work in love2D
- Replies: 10
- Views: 1306
Re: Do memory pools actually work in love2D
Lua is a scripted language with "managed" memory so generally speaking we don't have memory pools.
We can't explicitly allocate or free memory in Lua because the Lua interpreter does that on its own.
Having said that, you can create your objects in advance to avoid slowdown during gameplay.
We can't explicitly allocate or free memory in Lua because the Lua interpreter does that on its own.
Having said that, you can create your objects in advance to avoid slowdown during gameplay.