Search found 241 matches
- Tue Oct 26, 2010 1:39 am
- Forum: General
- Topic: Too LuaJIT to quit
- Replies: 7
- Views: 4180
Re: Too LuaJIT to quit
ya that makes sense. still i have not found any bugs with it so far on windows so i'm gonna keep using it until i find something that is unacceptable.
- Mon Oct 25, 2010 1:35 am
- Forum: General
- Topic: Too LuaJIT to quit
- Replies: 7
- Views: 4180
Re: Too LuaJIT to quit
holy crap why is this not the standerd? LuaJIT is upto 64x faster and in my experience on average of about 4x faster. this is grate. this should be in 1.0 build when ever that comes around. the power of LuaJIT in combination with OpenGL and OpenAL(kinda minute but still) gives love insane speed. why...
- Sun Oct 24, 2010 9:06 pm
- Forum: Support and Development
- Topic: Gange font color
- Replies: 13
- Views: 3249
Re: Gange font color
yep it worked, love is amazing, the productivity is astounding compared to what i have used in the past.
- Sun Oct 24, 2010 8:59 pm
- Forum: Support and Development
- Topic: Gange font color
- Replies: 13
- Views: 3249
Re: Gange font color
another thing i have not been able to find is how to change the alpha of an image when displayed without changing the color of the whole image aslo
- Sun Oct 24, 2010 8:09 pm
- Forum: Support and Development
- Topic: Gange font color
- Replies: 13
- Views: 3249
Re: Gange font color
thanks, i had tired that before but nothing happened. i changed color mode this time to modulate before i called print then i changed it back to replace to achieve the effect i wanted
- Sun Oct 24, 2010 7:35 pm
- Forum: Support and Development
- Topic: Gange font color
- Replies: 13
- Views: 3249
Gange font color
how do you change font color, i can seem to figure this one out looking though the documentation. it always shows up white.
- Sun Oct 24, 2010 7:13 pm
- Forum: Support and Development
- Topic: Per Pixel Collsion Dectiction between Images
- Replies: 14
- Views: 3400
Re: Per Pixel Collsion Dectiction between Images
well those benchmarks are not entirely true. for some reason the sprites i was using have a constant 3 for alpha when i thought it was 0. i noticed that the testing was not working correctly and looked into it, turns out i can only go upto 200 64x64 sprites every frame. so it's not quite as good as ...
- Sun Oct 24, 2010 6:04 pm
- Forum: Libraries and Tools
- Topic: Collision Detection Lib
- Replies: 16
- Views: 8532
Re: Collision Detection Lib
im still not sure what your talking about, the per pixel collision detection takes the overlapping square of two sprites and checks each pixel for collision. so if there is an overlaping are of say 16x16 then it makes 16^2 checks witch is 256. larger areas will take more checks of course and pixel p...
- Sun Oct 24, 2010 5:36 pm
- Forum: Libraries and Tools
- Topic: Collision Detection Lib
- Replies: 16
- Views: 8532
Re: Collision Detection Lib
Robin has been helpful in pointing out some major flaws. by the way, benchmark the per pixel collision before you bash it, its really good actually!! I'd still like to point out that a circle with a radius of 16 pixels has a little over 800 pixels in it. That means 800 tests. 800 tests per pixel in...
- Sun Oct 24, 2010 5:13 pm
- Forum: Libraries and Tools
- Topic: Collision Detection Lib
- Replies: 16
- Views: 8532
Re: Collision Detection Lib
Robin has been helpful in pointing out some major flaws. by the way, benchmark the per pixel collision before you bash it, its really good actually!! i feel rather embarrassed at the bounding circle, no clue how that happened, fixing now. thanks robin!! :) also my spelling is horrible so thanks for ...