Search found 11 matches
- 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?
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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.
- 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...
- 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.
- 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...