Search found 137 matches

by Xii
Fri Dec 03, 2021 5:59 pm
Forum: General
Topic: Any game maker type tool in Love2D?
Replies: 16
Views: 10138

Re: Any game maker type tool in Love2D?

The problem I had was that my artistic requirements were not met by any existing (integrated) tools. For example, most level editors work on a square grid of tiles - a topology my designs don't conform to. It's not so much NIH as it is, well, Not Invented Yet. I'm hoping to make the resulting engine...
by Xii
Mon Nov 22, 2021 9:59 am
Forum: Support and Development
Topic: How can I make open files when turning my game into .exe?
Replies: 4
Views: 4307

Re: How can I make open files when turning my game into .exe?

Another possible way to allow modifications is to make the game look for those files in the save folder, and load the files therein instead of the ones bundled within the fused exe. I'd have it copy everything from the fused exe into the save directory on launch (but not overwrite existing files).
by Xii
Tue Nov 16, 2021 6:34 am
Forum: Support and Development
Topic: Practical engine limitations
Replies: 11
Views: 7739

Re: Practical engine limitations

Thank goodness. Thought I was gonna have to switch engines again for lack of usable memory.

To clarify, I hate that I have to do hackery for something that should be stock, but at least the limit can be bypassed.
by Xii
Mon Nov 15, 2021 4:54 pm
Forum: Support and Development
Topic: Practical engine limitations
Replies: 11
Views: 7739

Re: Practical engine limitations

grump wrote: Sun Nov 14, 2021 5:44 am

Code: Select all

local mem = love.data.newByteData(2 ^ 31) -- 2 GB
local ptr = ffi.cast('whatever*', mem:getFFIPointer()) -- will become invalid as soon as mem is collected
Can ptr be used like a table, same as with ffi.new? Also you used a 2GB allocation as an example, but this method can do more, right?
by Xii
Sun Nov 14, 2021 5:04 am
Forum: Support and Development
Topic: Practical engine limitations
Replies: 11
Views: 7739

Re: Practical engine limitations

zorg wrote: Sat Nov 13, 2021 9:46 pm there is a 2GB limit for lua-owned memory, but that's mostly tables and strings; all löve objects are not part of that
Does that include cdata?
by Xii
Thu Nov 04, 2021 11:22 pm
Forum: Support and Development
Topic: Getting direction from point a to point b
Replies: 14
Views: 12519

Re: Getting direction from point a to point b

Over 9000 times faster: halfway.x, halfway.y = b.x-a.x, b.y-a.y This gives you the difference (distance) on each axis. You cannot get a halfway without dividing by 2 somewhere. It'd be more like this: halfway.x, halfway.y = a.x + (b.x - a.x) / 2, a.y + (b.y - a.y) / 2 Anyway that's besides the poin...
by Xii
Wed Nov 03, 2021 11:52 pm
Forum: Support and Development
Topic: How to make bitser more robust
Replies: 6
Views: 7203

Re: How to make bitser more robust

Oh, sorry, I got userdata cdata mixed up.
by Xii
Wed Nov 03, 2021 11:49 pm
Forum: Support and Development
Topic: Getting direction from point a to point b
Replies: 14
Views: 12519

Re: Getting direction from point a to point b

Though the sentence confuses me :? Does it find the origin of a line moving in a certain direction? Let's say you want to find the point halfway between a and b. angl = direction(a.x, a.y, b.x, b.y) dist = distance(a.x, a.y, b.x, b.y) halfway.x, halfway.y = transposition(a.x, a.y, angl, dist/2) tra...
by Xii
Fri Oct 29, 2021 7:43 pm
Forum: Libraries and Tools
Topic: pp.lua - Easily apply multiple post processing shaders!
Replies: 5
Views: 10296

Re: pp.lua - Easily apply multiple post processing shaders!

Definitely something I wished for starting out.
by Xii
Fri Oct 29, 2021 7:36 pm
Forum: Support and Development
Topic: Getting direction from point a to point b
Replies: 14
Views: 12519

Re: Getting direction from point a to point b

The three most commonly needed functions for me. -- returns the direction from point x1,y1 to x2,y2 (in radians) function direction(x1, y1, x2, y2) return math.atan2(y2-y1, x2-x1) end -- returns the distance between points x1,y1 and x2,y2 function distance(x1, y1, x2, y2) return math.sqrt(((x2-x1)^2...