Using Noise in Pixel Shaders

Note: this was written for LÖVE 0.8.0, since 0.9.0 the semantics for shaders have changed with the addition of vertex shaders. I have updated the code snippets so they hopefully with work in 0.9.0 but the downloadable examples will be incompatible.

My name is Mark Wonnacott and I’m a Computer Science student at the University of Bristol in the UK. I’m a hobbyist game developer and I am enamoured with the ease and accessibility of LÖVE and its accompanying libraries.

Like a lot of game development amateurs, I got into programming because I wanted to make games. I’m not an artist, game designer, or audio guy, but I like to have a go at it all. Lately I’ve been playing around with visual effects in LÖVE and having a lot of fun.

In this post I’m going to give a very practical start to playing with visual effects in LÖVE, especially using noise. So many things are possible and so much work has already been done, but hopefully this post will give you a starting point for your own exploration.

LÖVE 1.0 "Moar Bacon" Released

LÖVE 1.0 "Moar Bacon" Released

The dev team, after months of secrecy, are proud to announce the newest release of LÖVE; "Moar Bacon". Here are some quotes that were recorded from #love-supersecretclub;

Quick Snips: Delta Time

This is a new series I want to work on called "Quick Snips". These are articles that are short and quick, and covers mainly the small stuff that people mostly ignore and take for granted that it is a required thing to create good games.

In this article, we will talk about one (slightly mysterious) variable in love.update(), known as dt or Delta Time.

First-class Functions

This is part one of a two-part blog post on taking advantage of first-class functions in Lua. Part one explains the inner workings of first-class functions from both a generic computer science perspective, and how you implement that within Lua. Part two puts all the theory together to create a lean version of an Entity Manager.

Scope within Lua

Far too often, while opening up a LÖVE file that someone posts on the forums, I see the telltale signs of someone who does not understand the concept of scope. In their player.lua file, they will be referring directly to some variables inside their wall.lua file, which itself refers directly to some tables within the main.lua file.

Circle Collisions

Hello I'm Phoenix Enero, and in this article (also my first) we will talk about Circular Collisions. But first, let me introduce myself.

I am a programmer in the Philippines. I originally programmed in a programming language called ActionScript 3.0, the programming language used in Flash, and made some pretty cool stuff with it, like a plotting program. After that, I stumbled on LÖVE through a ROBLOX (google it) group called "Love2D Fans". It was a great game engine, partly because it uses a simple programming language called Lua, and I made some games that I, erm, never finished. Okay, I think that's all I need to say about that. So anyways, let's get on with it!

And, before you comment here about that the code is not working, notice that I fixed most of my careless typos. If you have some problems, re-copy-and-paste the code.

Hello World

Welcome to the official community blogs!

Firstly, I'd like to say, welcome!

About a month ago, there was a lot of chatter about blogging in the love community, not only on IRC but also the forums. At this point, with the blessings of bartbes, I took it upon myself, not only as a challenge, but a way to contribute to the LÖVE community, a multi-user community based blogging platform. After a lot of hard work, I am happy to present the community blogs!


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