Search found 60 matches

by Fuzzlix
Tue Oct 25, 2016 4:23 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 91496

Re: Post-0.10.0 feature wishlist

One in most cases suffici e nt way is vsync=true but this is somehow out of my control. Well, that depends on the current screen's refresh rate, if it works, that is. I wouldn't rely on it a 100%. True! and using vsync i am fixed to the screen refresh rate. Please imagine the following situation: I...
by Fuzzlix
Tue Oct 25, 2016 3:41 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 91496

Re: Post-0.10.0 feature wishlist

I think i found out, whats so difficult to understand on my proposal: When i look at the [wiki]love.run[/wiki] example code for 0.10.0 the calls for step() and getDelta() are placed close together without any code between. I want to sleep some time until the next update() and draw() calls need to ru...
by Fuzzlix
Tue Oct 25, 2016 3:12 pm
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 91496

Re: Post-0.10.0 feature wishlist

Or viceversa, if that's what you mean: function func2() local elapsed = love.timer.getDelta() love.timer.step() return elapsed end but then the returned time would be 1 frame behind. Exactly! that is the state now. i can call getDelta() as often as i wish and i get the same result until i call step...
by Fuzzlix
Tue Oct 25, 2016 10:12 am
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 91496

Re: Post-0.10.0 feature wishlist

You can always track your own time using timer function. It's a high resolution timer so there aren't repercussions to using it. Thats all true, but i dont want to track "my own time for something". I want to fine tune the love.run() loop. One in most cases sufficiant way is vsync=true bu...
by Fuzzlix
Tue Oct 25, 2016 7:40 am
Forum: General
Topic: Post-0.10.0 feature wishlist
Replies: 177
Views: 91496

Re: Post-0.10.0 feature wishlist

Hi. I played around with my own love.run a little bit to lower the cpu load of my idleing game. For loop time calculations are 2 functions responsible: love.timer.getDelta() and love.timer.step(). It looks like, getDelta() returns the time between the last 2 step() calls? In this case the result of ...
by Fuzzlix
Tue Oct 25, 2016 7:13 am
Forum: General
Topic: ZeroBrane Studio Lua IDE v1.40 is out; updated LÖVE API for 0.10.1
Replies: 34
Views: 16940

Re: ZeroBrane Studio Lua IDE v1.40 is out; updated LÖVE API for 0.10.1

I use ZBS for love development on win7/64. I dont know @DONM works on Windows or Linux. On Windows it seems, ZBS finds löve auomatically, if you follow some simple rules: - I unzipped löve into some folder and created löve-project-folders inside this folder. - I set the zbs project folder to the löv...
by Fuzzlix
Sat Oct 22, 2016 8:28 am
Forum: Support and Development
Topic: Toggling Fullscreen with Escape
Replies: 9
Views: 4718

Re: Toggling Fullscreen with Escape

I can't seem to figure out how I would toggle fullscreen with escape. This is the code I currently have in my love.udate function: function love.update (dt) if love.keyboard.isDown("d") then x = x +1 y = y + 1 end if love.keyboard.isDown("a") then x = x - 1 y = y - 1 end if love...
by Fuzzlix
Sat Oct 15, 2016 8:47 pm
Forum: Support and Development
Topic: [solved] fps, vsync related question
Replies: 5
Views: 3243

Re: [solved] fps, vsync related question

If you're using the default love.run function, I'm pretty sure it limits the FPS you can get. Check this out: https://love2d.org/wiki/love.run I'm pretty sure this line near the bottom is to prevent the application from using too much of the CPU and therefore limiting the FPS. if love.timer then lo...
by Fuzzlix
Sat Oct 15, 2016 1:08 pm
Forum: Support and Development
Topic: [solved] fps, vsync related question
Replies: 5
Views: 3243

[solved]: fps, vsync related question

'FPS', by default, is unlimited. It's the number of times the game is updating. I'm unsure of whatever code you wrote but if you think it's ineffective, it probably is. For all the other issues: https://github.com/bjornbytes/tick Thanks for the tip. ... I found the bottleneck: It is the Intel-GPU i...
by Fuzzlix
Sat Oct 15, 2016 9:49 am
Forum: Support and Development
Topic: [solved] fps, vsync related question
Replies: 5
Views: 3243

[solved] fps, vsync related question

Hi, lövly folks :) I am quite new to löve and started coding in löve 2 weeks ago. This forum is a great help and a source of tips and inspirations. I created a 2d worldmap with tiles and draw it in love.draw(). With vsync=true i reached 60fps and 5%cpu. - FINE! I wrote more and more (uneffective) co...