Search found 12 matches

by BlueWolf
Wed Jun 10, 2015 5:46 pm
Forum: Support and Development
Topic: Framerate Inconsistencies
Replies: 7
Views: 3914

Re: Framerate Inconsistencies

Really anything above 60 fps should be more than enough. You shouldn't see any game slowdown. Are you sure you're using dt when updating your game? Regarding your problem I would assume it's due to other processes running in parallel at the same time.
by BlueWolf
Tue Jun 09, 2015 4:36 pm
Forum: Games and Creations
Topic: teleko
Replies: 6
Views: 5579

Re: teleko

Some gradual difficulty/new blocks progression would definitely be present in the final levels. Those were just a few I made while I was learning my own game (and there is still a lot to learn). In fact designing levels is far more difficult than the actual programming part. From what you said, it ...
by BlueWolf
Tue Jun 09, 2015 4:30 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1500791

Re: What's everyone working on? (tigsource inspired)

I heard somewhere finishing game is a skill and so I decided to start improving it by making simplest little game I could think of. Little top-down space shooter where you have to avoid enemies. Made in two days. https://love2d.org/imgmirrur/dDHKmAn.png Download and enjoy your 5 seconds of entertain...
by BlueWolf
Sun Jun 07, 2015 12:27 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 411363

Re: "Questions that don't deserve their own thread" thread

Is it that much? Imagine you have 32 enemies and 16 bullets on the screen and bam, you have 512 checks per frame. Unless you do some fancy space partitioning, that is. Or am I still missing something obvious? Is there some other way to check if bullet hit enemy? I just feel like modern computers sh...
by BlueWolf
Sat Jun 06, 2015 7:26 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 411363

Re: "Questions that don't deserve their own thread" thread

Is it that much? Imagine you have 32 enemies and 16 bullets on the screen and bam, you have 512 checks per frame. Unless you do some fancy space partitioning, that is. Or am I still missing something obvious? Is there some other way to check if bullet hit enemy? I just feel like modern computers sho...
by BlueWolf
Sat Jun 06, 2015 7:00 pm
Forum: Support and Development
Topic: "Questions that don't deserve their own thread" thread
Replies: 905
Views: 411363

Re: "Questions that don't deserve their own thread" thread

Sanity check: Does computing 500-1000 circle intersection checks per update cause slowdown or am I doing something really stupid? I'll do some profiling tomorrow but if anyone can answer from experience before that I would be thankful.
by BlueWolf
Sat Jun 06, 2015 2:13 pm
Forum: Support and Development
Topic: Moving an object from point A to B
Replies: 4
Views: 4822

Re: Moving an object from point A to B

That's because you compute dx and dy based on distance remaining. Thus your object is moving faster at the start and gradually slows down as it comes closer to the destination.
by BlueWolf
Sat Jun 06, 2015 7:02 am
Forum: Support and Development
Topic: Remove value in table when a body gets destroyed?
Replies: 7
Views: 3264

Re: Remove value in table when a body gets destroyed?

How about storing units as keys in table (instead of values) and doing something like: for unit, _ in pairs(units) do ... if ... then units[unit] = nil end end You insert unit as a key like this: units[unit] = true -- or whatever value, it doesn't really matter Although polling destroyed units like ...
by BlueWolf
Tue Jun 02, 2015 5:24 am
Forum: Support and Development
Topic: Set FPS
Replies: 9
Views: 4534

Re: Set FPS

Sure you can have fixed 60 fps. You just have to make sure you update/draw for one frame takes always less than 16.666... miliseconds. If you can achieve that you can have fixed 60 fps. Also delta is always lagging one frame behind, so it works best with semi consistent framerates (i.e. your update ...
by BlueWolf
Sun May 31, 2015 10:18 pm
Forum: Support and Development
Topic: Same indexes in table?
Replies: 9
Views: 5140

Re: Same indexes in table?

From what I could tell, if you have any zeroes or negative numbers as keys in your table they will get converted to strings and added to table, that later on creates the JSON object. However if there are any duplicate number keys you'll get the error. However I have no idea why it fails on 26 when t...