Search found 78 matches
- Sat Aug 29, 2015 10:51 pm
- Forum: Support and Development
- Topic: A Way Around love.timer.sleep() for a Intro
- Replies: 9
- Views: 3871
Re: A Way Around love.timer.sleep() for a Intro
By using term "constant framerate" I meant that screen update should occur no more than some max value, and if it is too low, then skip several frames. Or is it wrong nevertheless? Things should be updated based on delta time capped at some maximum (I usually cap delta at/around 1/20 to p...
- Sat Aug 29, 2015 10:09 pm
- Forum: Support and Development
- Topic: A Way Around love.timer.sleep() for a Intro
- Replies: 9
- Views: 3871
Re: A Way Around love.timer.sleep() for a Intro
Well, if I understood correctly, you want slight delay between several scenes in cutscene. You could set some variable like showNextScene = each N-th frame, then calculate in mainloop how many frames passed since previous scene and decide whether to show next scene (and reset counter) or not. P.S. ...
- Thu Aug 27, 2015 8:16 am
- Forum: General
- Topic: Will math-transform branch included in 0.10.0?
- Replies: 6
- Views: 4051
Re: Will math-transform branch included in 0.10.0?
matrices, vectors and quaternions ahoy: https://github.com/excessive/cpml
(CPML is the backbone of love3d and most of our games)
(CPML is the backbone of love3d and most of our games)
- Thu Aug 27, 2015 8:12 am
- Forum: Libraries and Tools
- Topic: [Library] tiny-ecs - Fast Simple Entity Component System
- Replies: 50
- Views: 93110
Re: [Library] tiny-ecs - Fast Simple Entity Component System
When filters are used, does it cache the results? For example, if I had a fadeout system that required "fadeout" and "opacity", would just adding those fields to an entity cause it to start using the fadeout system? Filters aren't updated until you cycle an entity in the world (...
- Tue Aug 25, 2015 9:02 am
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166272
Re: LÖVE3D
Not really an update, but a pretty good showcase for this!
Our LD33 game, Shark Swimulator (please rate if you can!)
Our LD33 game, Shark Swimulator (please rate if you can!)
- Fri Aug 21, 2015 1:30 am
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166272
Re: LÖVE3D
And to be 100% certain, your monitor is plugged into your NVIDIA 7100 and not into your motherboard's onboard chip? Otherwise... I have no idea. :\ That *is* the onboard chip. I'm not sure why it's using GL 1.1 for love, that should not be happening. I'm not sure that GPU supports everything I'm us...
- Thu Aug 20, 2015 9:48 pm
- Forum: Libraries and Tools
- Topic: Chain: a utility function for avoiding callback hell
- Replies: 11
- Views: 8186
Re: Chain: a utility function for avoiding callback hell
The coroutine-based version is way, way better to write code for. This is awesome.
- Tue Aug 18, 2015 9:23 am
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166272
Re: LÖVE3D
Here's an updated one for latest love 0.10. I updated the libraries and corrected what broke. The new gamma correction API simplifies some stuff, too. After LD we should have a new demo with animation and some interaction in it, and slightly less tutorial-y code. I will probably update this one with...
- Mon Aug 17, 2015 5:17 am
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166272
Re: LÖVE3D
Some upcoming changes/improvements: - A new animation system which works for both IQM and IQE. Now that the system is external to the loaders, we don't have to clog them up with one specific way of doing animations. - IQM animation fixes (work in progress - I've got a decoding error to track down wi...
- Sun Aug 16, 2015 9:12 pm
- Forum: Libraries and Tools
- Topic: paintonline - online paint (for painting online)
- Replies: 51
- Views: 27107
Re: Rob Schlong's Paaint Studio 7 - profesial online drawing
It was very clearly not intended to be professional looking.