Search found 124 matches
- Wed Apr 18, 2018 6:53 am
- Forum: Games and Creations
- Topic: Dark Wish is coming soon
- Replies: 16
- Views: 9632
Re: Dark Wish is coming soon
I'd at least try the huge res textures on a few lower spec systems as there seems to be a chance that the driver simply does the padding/upscale and waste the memory required to do so. Here's an article from Intel about this. https://software.intel.com/en-us/articles/opengl-performance-tips-power-of...
- Sat Apr 14, 2018 4:08 am
- Forum: Games and Creations
- Topic: Dark Wish is coming soon
- Replies: 16
- Views: 9632
Re: Dark Wish is coming soon
The game looks pretty cool ... best wishes for your release. With regards to your texture requirements. Do you need 16k just in one dimension or a square one? Because 16k * 16k in 32bits should require 1GB of VRam without anything left for the OS, framebuffers etc. etc. so you might have a problem o...
- Thu Mar 22, 2018 6:02 am
- Forum: Libraries and Tools
- Topic: ImGui FFI bindings! (Super early alpha)
- Replies: 2
- Views: 3795
Re: ImGui FFI bindings! (Super early alpha)
Looks very interesting.
I plan to add some editor features to my game soon and your imgui binding might be a decent choice.
I plan to add some editor features to my game soon and your imgui binding might be a decent choice.
- Tue Mar 13, 2018 12:04 pm
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 118230
Re: LOVE users map
You kind of displaced me slightly
The full name of the location is "Weil am Rhein", i.e. https://www.google.ch/maps/place/Weil+am+Rhein
The full name of the location is "Weil am Rhein", i.e. https://www.google.ch/maps/place/Weil+am+Rhein
- Sat Mar 10, 2018 5:54 am
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 118230
Re: LOVE users map
Weil am Rhein, Germany
- Sun Mar 04, 2018 5:49 pm
- Forum: Ports
- Topic: Love.js - A Direct Emscripten Port
- Replies: 224
- Views: 511537
Re: Love.js - A Direct Emscripten Port
Thanks a lot for the update and information and, of course, even more for the great work you're doing.
Even though I'm still in a very early stage with my first project using Löve I'm looking forward to use Love.js in the future.
Even though I'm still in a very early stage with my first project using Löve I'm looking forward to use Love.js in the future.
- Tue Jan 30, 2018 11:56 am
- Forum: General
- Topic: Hot reload plugin that actually works?
- Replies: 49
- Views: 30286
Re: Hot reload plugin that actually works?
I'm developing using Corona as well as Löve and Corona has two productivity features but non is a hot reloading of code as in patch the code of your running app. Corona does a simple automatic restart of the app as soon as you modify any file realted to the project, as someone else wrote in this thr...
- Tue Nov 14, 2017 3:10 pm
- Forum: General
- Topic: There is shurly a better way to code these few lines.
- Replies: 4
- Views: 3431
Re: There is shurly a better way to code these few lines.
That's exactly what the code does, well, was meant tod :)I noticed I had an off by 1 error with regards to the "R" bits - I shifted them by the amount of their final position. This fixed version should match the output of your function. local lshift = require("bit").lshift local ...
- Mon Nov 13, 2017 11:04 pm
- Forum: General
- Topic: There is shurly a better way to code these few lines.
- Replies: 4
- Views: 3431
Re: There is shurly a better way to code these few lines.
Whatever you do 2400 times during game startup should really not matter (well as long as we're talking about a few lines of code that don't do huge amounts of work). Still if this would be something you'd have to optimize, you could skip the whole string modifications and just generate the final int...
- Sat Oct 28, 2017 11:09 pm
- Forum: Support and Development
- Topic: How to correctly convert 1D Tiled Array? (Jumper)
- Replies: 5
- Views: 3659
Re: How to correctly convert 1D Tiled Array? (Jumper)
I have no idea about Jumper, so I may be wrong here but I guess you're indexing is wrong.
It probably should be 1 based instead of zero and you'd have to multiply y by mapSize instead of x.
Try it this way and see if it work.
It probably should be 1 based instead of zero and you'd have to multiply y by mapSize instead of x.
Try it this way and see if it work.
Code: Select all
collisionMap[x][y] = map[1 + (x) + mapSize * (y)]