Search found 947 matches
- Tue Jan 18, 2022 6:49 pm
- Forum: Support and Development
- Topic: How to draw color emojis with love.graphics.print()
- Replies: 38
- Views: 29293
Re: How to draw color emojis with love.graphics.print()
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- Tue Jan 18, 2022 4:53 pm
- Forum: Games and Creations
- Topic: Untitled unfinished space shooter game
- Replies: 4
- Views: 4611
Re: Untitled unfinished space shooter game
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- Tue Jan 18, 2022 2:29 pm
- Forum: Games and Creations
- Topic: Untitled unfinished space shooter game
- Replies: 4
- Views: 4611
Untitled unfinished space shooter game
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- Mon Jan 17, 2022 11:59 pm
- Forum: Support and Development
- Topic: not correct texture cube
- Replies: 11
- Views: 5298
Re: not correct texture cube
Yeah I get it, it might seem harsh.
It's just not a question that can be sufficiently answered in a comment, unless "use this black box" is an acceptable answer. It doesn't seem to be a reasonable request for support.
http://www.catb.org/~esr/faqs/smart-questions.html
It's just not a question that can be sufficiently answered in a comment, unless "use this black box" is an acceptable answer. It doesn't seem to be a reasonable request for support.
http://www.catb.org/~esr/faqs/smart-questions.html
- Mon Jan 17, 2022 10:48 pm
- Forum: Support and Development
- Topic: not correct texture cube
- Replies: 11
- Views: 5298
Re: not correct texture cube
Come on man. That's way beyond a support question, that's at least a whole year in school learning linear algebra question.
There's an endless stream of tutorials for 3D programming out there: in formats for people who can read, or in YouTube format for people who can't read.
There's an endless stream of tutorials for 3D programming out there: in formats for people who can read, or in YouTube format for people who can't read.
- Sun Jan 16, 2022 10:51 am
- Forum: Support and Development
- Topic: Sending 1D depthbuffer to a shader
- Replies: 4
- Views: 3524
Re: Sending 1D depthbuffer to a shader
Make an ImageData of format r32f (or whatever fits best) with the approriate width and a height of 1 pixel. Make an Image from the ImageData, that's your texture, and send it to the shader. Use Image:replacePixels to update the texture. Use ImageData:mapPixel to update the pixels, avoid ImageData:se...
- Thu Jan 13, 2022 2:44 pm
- Forum: Support and Development
- Topic: How to program action game in a wrapping world? (2D torus)
- Replies: 15
- Views: 6630
Re: How to program action game in a wrapping world? (2D torus)
I saw Minecraft on shaders: https://www.shadertoy.com/view/4ds3WS Drawing a bunch of cubes with pixelated textures is not even 0.001% of what is required to make a game like Minecraft work. Likewise, drawing stuff in a way that makes it wrap around one or more axes is often trivial, but you still h...
- Wed Jan 12, 2022 9:56 pm
- Forum: Support and Development
- Topic: How to program action game in a wrapping world? (2D torus)
- Replies: 15
- Views: 6630
- Sun Jan 09, 2022 6:49 pm
- Forum: General
- Topic: How to go about daily random numbers
- Replies: 27
- Views: 12752
Re: How to go about daily random numbers
Wow, that code borders strongly on gibberish territory ;) Why? It was just hard on the eyes at first glance and difficult to figure out what's going on. It's arguably still a sponge, just simplified. I didn't include the slow absorption step and used an empty initial state because I think it's not ...
- Sun Jan 09, 2022 2:56 pm
- Forum: General
- Topic: How to go about daily random numbers
- Replies: 27
- Views: 12752
Re: How to go about daily random numbers
Wow, that code borders strongly on gibberish territory ;) A simple sponge function is much simpler and shorter: local function Sponge(seed) local state = love.data.hash('md5', tostring(seed)) return function(lo, hi) lo, hi = math.min(lo, hi), math.max(lo, hi) state = love.data.hash('md5', state) ret...