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I was able to test the game on my Raspberry Pi 4B with the shaders enabled, and it runs very slowly. Although it's not as slow as on a mobile phone, it's still very slow and breaks the gameplay.

It's possible that the Moonshine project's shaders have some incompatibility with ARM or a specific OpenGL version, those shaders haven't been updated in about six years, but we need to experiment. We should look for other LOVE2D games that use shaders and are available for ARM to see how their performance compares.

Deleted 16 days ago
Deleted 16 days ago

Hey! I watched the video and it looks really nice. I liked the new menu, it seems useful for mobiles and touchscreens.

I've been testing shader performance on a 2013 Chromebook C710 running a custom Linux. I'm testing there because it's the absolutely worst hardware I could find. Its CPU architecture is x86, and the shaders work fine on that poor hardware. The only requirement is lowering the glow shader strength from 20 to 3, with that change it hits 60 FPS with all shaders active.

On Android the same applies. On my phone, which also has poor hardware (although higher-end than the C710), I hit 60 FPS by lowering the glow shader strength to <= 3 and disabling the gaussian blur shader.

I'll try to clean up the code with the new Android changes, including a rewrite of the text generator so it adapts to any resolution, and see if I can optimize the glow shader for OpenGL ES. Those changes would make it possible to release an Android binary. I'll try to upload some changes today.

I saw the fork for Aurora OS yesterday too, that's nice!

Thanks for the work you put into your fork!

Deleted 16 days ago

Hey!

It doesn't look as nice without the glow shader, but at least it runs very fast.

I need to dig deeper to see if there's any OpenGL ES shader that can achieve a soft light effect efficiently. Maybe combining it with scanlines and CRT effects in a single shader could make it look closer to the desktop version.

If I find a good optimization, I'll let you know, your port might benefit from it too. Likewise, if you discover anything useful for implementing an optimized glow (soft light) shader, please share it.

Also, with the version I uploaded today, resolution handling on mobile devices is much better now, taking High DPI into account, that might be useful for you as well.

Cheers.

Deleted 16 days ago

I'll definitely try the nebula shader for the parallax background, I liked that effect a lot!

Regarding detecting mobile, you could try:

IS_MOBILE = love.system.getOS() == "Linux"
  and (require("ffi").arch == "arm" or require("ffi").arch == "arm64")

`jit.arch` (or `ffi.arch`) returns the architecture: https://luajit.org/ext_jit.html#jit_arch

You can assume Linux on ARM likely indicates a mobile platform, and also check for OpenGL ES to be safer:

local gl_vendor, gl_version = love.graphics.getRendererInfo()
if gl_version then
   is_es = string.find(gl_version:lower(), "es", 1, true) ~= nil
end
IS_MOBILE = love.system.getOS() == "Linux" and (require("ffi").arch == "arm" or require("ffi").arch == "arm64")
    and is_es

Have a nice one!