Search found 2871 matches

by slime
Mon Dec 28, 2020 4:04 pm
Forum: General
Topic: Canvas support 99% ?
Replies: 5
Views: 5526

Re: Canvas support 99% ?

Canvases have guaranteed support on all systems that can run LÖVE, in version 0.10 and newer. Now I did ask this question, are there other functions that are not supported for all systems so I can try to avoid them ? There are a few – see the GraphicsFeature , love.graphics.getTextureType , love.gra...
by slime
Sun Dec 27, 2020 12:54 am
Forum: General
Topic: Optimization Stuff
Replies: 40
Views: 31131

Re: Optimization Stuff

You shouldn't leave the garbage collector enabled in a game, at all. You should collectgarbage("stop") and manually collectgarbage() only when appropriate (like level transitions). You should create all the tables you're going to need during initialization, and not create any during gamep...
by slime
Fri Dec 25, 2020 1:19 am
Forum: Support and Development
Topic: Question about LuaJIT and FFI
Replies: 10
Views: 7561

Re: Question about LuaJIT and FFI

One potential cause is some bit of code in your loop might be preventing the loop from being JIT compiled. Another potential cause is if the values in the FFI array are not stored as doubles, LuaJIT will have to convert between the storage format and double, which can hurt performance in an inner lo...
by slime
Wed Dec 23, 2020 1:21 am
Forum: Support and Development
Topic: I've used setDefaultFilter but the text is still too pixelated
Replies: 6
Views: 1885

Re: I've used setDefaultFilter but the text is still too pixelated

Using mono font hinting might help:

Code: Select all

smallFont = love.graphics.newFont('HARRYP__.TTF', 25, "mono")
by slime
Thu Dec 17, 2020 2:03 pm
Forum: Support and Development
Topic: Missing libraries when trying to build for IOS
Replies: 1
Views: 1775

Re: Missing libraries when trying to build for IOS

You can download the necessary libraries for iOS from https://github.com/love2d/love/releases (the love-11.3-ios-libraries.zip link) - they're already provided with the iOS-specific source download of 11.3 but not with standalone source code. As per the readme-iOS file, the include and libraries fol...
by slime
Mon Dec 14, 2020 12:26 pm
Forum: Support and Development
Topic: [solved] How to get Texture from Quad
Replies: 16
Views: 3763

Re: [solved] How to get Texture from Quad

The wiki is meant to be an API reference for the most part, rather than a tutorial for every specific use case of every feature. Small examples for common use cases such as this are helpful (and welcome, as anyone with a forum account can edit the wiki) but code using the APIs isn't the primary purp...
by slime
Sun Dec 13, 2020 10:46 pm
Forum: Support and Development
Topic: [solved] How to get Texture from Quad
Replies: 16
Views: 3763

Re: [solved] How to get Texture from Quad

What is the right information? As the wikipedia page says: "Perspective correct texturing accounts for the vertices' positions in 3D space, rather than simply interpolating coordinates in 2D screen space." You'll need to create a mesh with 3D position vertex attributes and give it 3D posi...
by slime
Sun Dec 13, 2020 9:03 pm
Forum: Support and Development
Topic: [solved] How to get Texture from Quad
Replies: 16
Views: 3763

Re: How to get Texture from Quad

LÖVE's API to draw quads is awful. Shearing factors? What even is that? I have a custom solution of the form: draw_textured_quad(texture, tx,ty,tw,th, x1,y1, x2,y2, x3,y3, x4,y4) Which is much more convenient, as it allows arbitrary quad shapes by specifying the vertices' positions. This is shear. ...
by slime
Wed Nov 11, 2020 1:56 am
Forum: General
Topic: Thoughts on Apple Silicon?
Replies: 4
Views: 7671

Re: Thoughts on Apple Silicon?

Most talk tends to happen on the discord server. I don't have any hardware at the moment (and there is no public hardware for anyone for the next week), but I expect existing love versions will run fine with Rosetta 2. I intend to make future versions run natively but no work has been done for that ...
by slime
Sun Nov 01, 2020 3:16 am
Forum: Support and Development
Topic: soundData:getSample() keeps returning 0
Replies: 2
Views: 3746

Re: soundData:getSample() keeps returning 0

The unit returned by Source:tell is seconds by default, whereas SoundData:getSample takes a sample index. You can use Source:tell("samples") to get the current playback position of the Source in the same unit that SoundData:getSample needs.