Search found 220 matches

by D0NM
Sun Oct 27, 2019 9:52 pm
Forum: General
Topic: LÖVE 11.3 released!
Replies: 27
Views: 6810

Re: LÖVE 11.3 released!

GRATS!!!
Thank you, guys!
by D0NM
Wed Sep 25, 2019 9:56 am
Forum: Support and Development
Topic: a super fast AABB collision detection ( Minkowski Sums )
Replies: 13
Views: 1871

Re: a super fast AABB collision detection ( Minkowski Sums )

Sounds like you might benefit from this project: https://github.com/oniietzschan/bump-3dpd It's a fork of bump, prepared to work with 3D. There is also a 2d branch: https://github.com/oniietzschan/bump-3dpd/tree/2d with reduced memory consumption and garbage generation with respect to original bump...
by D0NM
Fri Sep 20, 2019 8:08 pm
Forum: Support and Development
Topic: a super fast AABB collision detection ( Minkowski Sums )
Replies: 13
Views: 1871

Re: a super fast AABB collision detection ( Minkowski Sums )

I'm migrating from the Bump and HC collision detection libs. (they are a bottle neck in my project. they take ~40% of CPU) Physics and collisions are almost never a bottleneck in my games, 99% of the time it's love.draw or when I'm blatantly misusing another library. :megagrin: I use some Pie Profi...
by D0NM
Wed Sep 18, 2019 3:07 pm
Forum: Support and Development
Topic: a super fast AABB collision detection ( Minkowski Sums )
Replies: 13
Views: 1871

Re: a super fast AABB collision detection ( Minkowski Sums )

pgimeno wrote:
Wed Sep 18, 2019 1:07 pm
Bump uses the closely related Minkowski difference method, both to detect and to resolve collisions.
Yep. I used it. It was nice. Now I'm switching to my own simple functions.

I even recorded 3 long video lessons on how to use Bump. https://youtu.be/caK_BBMum0k
by D0NM
Wed Sep 18, 2019 11:47 am
Forum: Support and Development
Topic: a super fast AABB collision detection ( Minkowski Sums )
Replies: 13
Views: 1871

Re: a super fast AABB collision detection ( Minkowski Sums )

Seems like a roundabout way to do regular AABB collision testing. Instead of testing coordinates against each other directly, it computes differential between coordinates and tests all of them against zero. the pros is it returns the PENETRATION vector (like HC Collider does). It helps u resolving ...
by D0NM
Wed Sep 18, 2019 10:56 am
Forum: Support and Development
Topic: a super fast AABB collision detection ( Minkowski Sums )
Replies: 13
Views: 1871

a super fast AABB collision detection ( Minkowski Sums )

Yo! Has anyone tried to implement this to resolve collisions yet? I found a rather nice & fast algorithm Minkowski Sums . It has been used in RiverCityRansomUnderground game. I translated it into Lua. Now testing Upd: I've hecked up the vectors stuff.... :halloween: function MinkowskiCheckCollision(...
by D0NM
Thu Sep 12, 2019 7:35 pm
Forum: General
Topic: help with collisions
Replies: 22
Views: 5225

Re: help with collisions

Here is a simple solution of your problem.
At least there is an idea and its implementation in C++
https://gamedev.stackexchange.com/quest ... -collision
by D0NM
Fri Aug 30, 2019 8:07 pm
Forum: Libraries and Tools
Topic: easy way to render pixelart with PIX.lua
Replies: 3
Views: 1771

Re: easy way to render pixelart with PIX.lua

Yo! Cool library.
I was going to use many ifthenS for the same result.

update: I've checked your sources. Well, it is not our case.
I use "push" library and it has all the stretching modes, including the pixel-perfect one.
by D0NM
Mon Jul 29, 2019 10:54 am
Forum: Libraries and Tools
Topic: loveCC: ColorCodes library for Love2D
Replies: 8
Views: 2485

Re: loveCC: ColorCodes library for Love2D

I had to invent a wheel )))
But it looks pretty the same as yours.
by D0NM
Mon Jul 29, 2019 10:52 am
Forum: Libraries and Tools
Topic: A closure-based behavior tree (BT) implementation
Replies: 3
Views: 2572

Re: A closure-based behavior tree (BT) implementation

It looks brilliant and produces well self explaining code.
Thank you.