Search found 124 matches

by Nelvin
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...
by Nelvin
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...
by Nelvin
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.
by Nelvin
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
by Nelvin
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
by Nelvin
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.
by Nelvin
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...
by Nelvin
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 ...
by Nelvin
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...
by Nelvin
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.

Code: Select all

    collisionMap[x][y] =  map[1 + (x) + mapSize * (y)]