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#lovepotion — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #lovepotion, aggregated by home.social.

  1. Fixed his moon walk and now have cardinal directions going on the animations. I also managed to get some input working 🎮

    #pixelart #gamedev #love2d #lovepotion #homebrew #indiedev

  2. Fixed his moon walk and now have cardinal directions going on the animations. I also managed to get some input working 🎮

    #pixelart #gamedev #love2d #lovepotion #homebrew #indiedev

  3. Fixed his moon walk and now have cardinal directions going on the animations. I also managed to get some input working 🎮

    #pixelart #gamedev #love2d #lovepotion #homebrew #indiedev

  4. Fixed his moon walk and now have cardinal directions going on the animations. I also managed to get some input working 🎮

    #pixelart #gamedev #love2d #lovepotion #homebrew #indiedev

  5. Fixed his moon walk and now have cardinal directions going on the animations. I also managed to get some input working 🎮

    #pixelart #gamedev #love2d #lovepotion #homebrew #indiedev

  6. Annoyingly, this took a few months to get right. It wasn’t about how to draw things, but handling how the framebuffers handled flushing the vertex and index buffers and telling GX2 when to stop drawing on the specific screen. So glad it’s working now. #lovepotion #dev #love2d #gamedev

  7. Annoyingly, this took a few months to get right. It wasn’t about how to draw things, but handling how the framebuffers handled flushing the vertex and index buffers and telling GX2 when to stop drawing on the specific screen. So glad it’s working now. #lovepotion #dev #love2d #gamedev

  8. Annoyingly, this took a few months to get right. It wasn’t about how to draw things, but handling how the framebuffers handled flushing the vertex and index buffers and telling GX2 when to stop drawing on the specific screen. So glad it’s working now. #lovepotion #dev #love2d #gamedev

  9. Annoyingly, this took a few months to get right. It wasn’t about how to draw things, but handling how the framebuffers handled flushing the vertex and index buffers and telling GX2 when to stop drawing on the specific screen. So glad it’s working now. #lovepotion #dev #love2d #gamedev

  10. Annoyingly, this took a few months to get right. It wasn’t about how to draw things, but handling how the framebuffers handled flushing the vertex and index buffers and telling GX2 when to stop drawing on the specific screen. So glad it’s working now. #lovepotion #dev #love2d #gamedev

  11. Worked on text rendering for #LOVEPotion yesterday, fixed two bugs. The first involved double-encoding the codepoints by accident. The other was that it didn't apply color to the texture in use.

    A simple lorum ipsum runs 30fps. However! if we use a TextBatch object we get 60fps 😎. It should be noted that 3.0.0 ran at like 15fps, which is being generous.

    #gamedev #softwaredevelopment #cplusplus #lua #love2d

  12. Worked on text rendering for #LOVEPotion yesterday, fixed two bugs. The first involved double-encoding the codepoints by accident. The other was that it didn't apply color to the texture in use.

    A simple lorum ipsum runs 30fps. However! if we use a TextBatch object we get 60fps 😎. It should be noted that 3.0.0 ran at like 15fps, which is being generous.

    #gamedev #softwaredevelopment #cplusplus #lua #love2d

  13. Worked on text rendering for #LOVEPotion yesterday, fixed two bugs. The first involved double-encoding the codepoints by accident. The other was that it didn't apply color to the texture in use.

    A simple lorum ipsum runs 30fps. However! if we use a TextBatch object we get 60fps 😎. It should be noted that 3.0.0 ran at like 15fps, which is being generous.

    #gamedev #softwaredevelopment #cplusplus #lua #love2d

  14. Worked on text rendering for #LOVEPotion yesterday, fixed two bugs. The first involved double-encoding the codepoints by accident. The other was that it didn't apply color to the texture in use.

    A simple lorum ipsum runs 30fps. However! if we use a TextBatch object we get 60fps 😎. It should be noted that 3.0.0 ran at like 15fps, which is being generous.

    #gamedev #softwaredevelopment #cplusplus #lua #love2d

  15. Worked on text rendering for #LOVEPotion yesterday, fixed two bugs. The first involved double-encoding the codepoints by accident. The other was that it didn't apply color to the texture in use.

    A simple lorum ipsum runs 30fps. However! if we use a TextBatch object we get 60fps 😎. It should be noted that 3.0.0 ran at like 15fps, which is being generous.

    #gamedev #softwaredevelopment #cplusplus #lua #love2d

  16. If you're following for #LÖVEPotion updates, this one's long overdue: I'm currently working on 3.1.0 (a new rewrite). 3.0.0's code is annoying to maintain with how the code was written (thanks past me) due to templating classes.

    So far a lot of work has been done, although I still need to finish the audio stuff on Wii U (streaming sources aren't working). Currently I'm working on graphics rendering as a break. It took a while to get right so that batched rendering was properly implemented.

  17. If you're following for #LÖVEPotion updates, this one's long overdue: I'm currently working on 3.1.0 (a new rewrite). 3.0.0's code is annoying to maintain with how the code was written (thanks past me) due to templating classes.

    So far a lot of work has been done, although I still need to finish the audio stuff on Wii U (streaming sources aren't working). Currently I'm working on graphics rendering as a break. It took a while to get right so that batched rendering was properly implemented.

  18. #LÖVEPotion 3.0 is now released as stable! 🥳

    It's been almost a year since I started this rewrite, and it was well worth it. Tons of new features were added along with a LOT of bug fixes (technically speaking at least since the rewrite does things *properly*). I'll probably take a break from development for a while before poking at the Video module and any lingering Graphics API items which I forgot to deal with. You can find the release at github.com/lovebrew/lovepotion! #indiedev #gamedev

  19. #LÖVEPotion 3.0 is now released as stable 🥳! It's been almost a year since I started this rewrite and it was well worth it. Tons of new features were added along with a LOT of bug fixes (technically speaking at least since the rewrite does things *properly*). I'll probably take a break from development for a while before poking at the Video module and any lingering Graphics API items which I forgot to deal with. You can find the release at github.com/lovebrew/lovepotion! #indiedev #gamedev

  20. #LÖVEPotion 3.0 is now released as stable! 🥳

    It's been almost a year since I started this rewrite, and it was well worth it. Tons of new features were added along with a LOT of bug fixes (technically speaking at least since the rewrite does things *properly*). I'll probably take a break from development for a while before poking at the Video module and any lingering Graphics API items which I forgot to deal with. You can find the release at github.com/lovebrew/lovepotion! #indiedev #gamedev

  21. Okay, now the Physics module is done. That was 3 days of non-stop programming, a decent chunk of it being implemented yesterday and today. I think at this point, I can call #LÖVEPotion 3.0 ready to be the main release version. There are still some things missing, I think (related to the Graphics module), but it shouldn't be that big of a deal. I still want to refactor the Texture class a bit, but that's a future me issue. The only remaining module to implement is Video. #indiedev #gamedev