Search found 11 matches

by hlship
Mon Jun 04, 2018 8:41 pm
Forum: General
Topic: Love on Mac w/o OpenGL
Replies: 10
Views: 11384

Love on Mac w/o OpenGL

Apparently, Apple is deprecated OpenGL to force developers to move towards Metal. How will that affect Love2d in the medium and long term?
by hlship
Sat May 05, 2018 8:22 pm
Forum: General
Topic: Rotation Q
Replies: 2
Views: 2426

Re: Rotation Q

Got it working. Current (incomplete / incorrect) code: -- utilities for dealing with angles and rotation local abs = math.abs; local atan2 = math.atan2 local CIRCLE = 2 * math.pi local angles = {CIRCLE = CIRCLE} local function normalize(r) if r < 0 then r = r + CIRCLE elseif r > CIRCLE then r = math...
by hlship
Sat May 05, 2018 2:34 pm
Forum: General
Topic: Rotation Q
Replies: 2
Views: 2426

Rotation Q

I'm doing a top-down shooter game, in the Asteroid vein. I'm quite the newbie for Love2d. I'm having a bit of trouble with rotation ... my high-school trig knowledge has atrophied. What's gotten me is that although we're working in radians, it seems backwards. As the number increases towards 2*PI, i...
by hlship
Mon Apr 23, 2018 5:22 pm
Forum: General
Topic: Improving development cycle
Replies: 4
Views: 4352

Re: Improving development cycle

I've actually switched from Fennel to straight Lua - I prefer Lisp syntax, but without the rest of Clojure idioms and tools, it wasn't worth it. I suspect that, by creating a state module used by other modules, I can hit my goal of being able to make minor changes while the game is running (because ...
by hlship
Sat Apr 21, 2018 10:24 pm
Forum: General
Topic: Improving development cycle
Replies: 4
Views: 4352

Improving development cycle

I'm quite new to Love2D development but I'm having a touch of fun. I'm used to developing with a REPL (in Clojure or ClojureScript), so I'm kind of used to starting a system and tinkering with it while it runs. It would be great if love.app (I'm on Mac) had an option that would let it live-reload th...
by hlship
Tue Jan 02, 2018 7:27 pm
Forum: General
Topic: MoonScript & love
Replies: 35
Views: 27195

Re: MoonScript & love

I have some Makefiles that compile the MoonScript down to Lua and package up my game folder.
by hlship
Tue Oct 24, 2017 10:24 pm
Forum: Support and Development
Topic: love - supporting multiple directories
Replies: 8
Views: 6139

Re: love - supporting multiple directories

I'm now thinking about a Makefile that copies a main src directory (containing Lua code and assets) to an out directory, and also compiles moon files to the same out directory, then runs Love against the out directory.
by hlship
Mon Oct 23, 2017 10:37 pm
Forum: Support and Development
Topic: love - supporting multiple directories
Replies: 8
Views: 6139

Re: love - supporting multiple directories

Thanks for the feedback. I guess I wasn't being very clear that I was looking for a discussion to enhance Love to support my desired feature, rather than looking for a way to create a workaround with the current version of Love. Essentially, and I have no idea how difficult this is, I want two (or m...
by hlship
Mon Oct 23, 2017 7:54 pm
Forum: Support and Development
Topic: love - supporting multiple directories
Replies: 8
Views: 6139

Re: love - supporting multiple directories

That's a bit of a non-sequitur.
by hlship
Mon Oct 23, 2017 5:40 pm
Forum: Support and Development
Topic: love - supporting multiple directories
Replies: 8
Views: 6139

love - supporting multiple directories

I'm just getting started with Love2D, but I see the need for the love command to accept multiple directories, rather than just a single one. I'd like to see these directories as a prioritized search order. Why? First: in local development, I may want to add some libraries to the mix that I don't wan...