Search found 7 matches
- Mon Sep 04, 2017 10:32 pm
- Forum: Support and Development
- Topic: OOP shenanigan
- Replies: 1
- Views: 1592
OOP shenanigan
Not really a question, but more something intriguing and useful for anyone who wants to use it; and to see who else has used this. I've created an Object-esque table for a ball, and I wanted to have that object associated with it's own box2D body, shape, and fixture, for easy referencing in the futu...
- Tue Mar 07, 2017 9:51 pm
- Forum: Libraries and Tools
- Topic: Grav2D: Attraction causes LÖVE
- Replies: 7
- Views: 5479
Re: Grav2D: Attraction causes LÖVE
*everything click*
oooh.
oh.
So what you're saying is I can't extend LOVE's physics library via a lua lib?
oooh.
oh.
So what you're saying is I can't extend LOVE's physics library via a lua lib?
- Tue Mar 07, 2017 12:55 pm
- Forum: Libraries and Tools
- Topic: Grav2D: Attraction causes LÖVE
- Replies: 7
- Views: 5479
Re: Grav2D: Attraction causes LÖVE
In the wrapper C++ file there are Lua interface functions defined, and on the bottom there is a list of function names and function pointers, which then gets auto-pushed into Lua. Can't find it :L I'm kinda new to this whole thing. Could you guide me on how exactly I extend LOVE2D's native librarie...
- Mon Mar 06, 2017 6:49 pm
- Forum: Libraries and Tools
- Topic: Grav2D: Attraction causes LÖVE
- Replies: 7
- Views: 5479
Re: Grav2D: Attraction causes LÖVE
TBH I'd rather have you patched Box2D to have body gravity functionality instead. I would like to do that but frankly I don't know how. I've tried adding a function at love.physics.Body:[newFunc] but that's a nil value :ehem: If there's something like a super table that all worlds, bodies, shapes, ...
- Sun Mar 05, 2017 5:43 am
- Forum: Libraries and Tools
- Topic: Grav2D: Attraction causes LÖVE
- Replies: 7
- Views: 5479
Grav2D: Attraction causes LÖVE
Hiya everybody! I've got something pretty cool to show you! This library adds the normal love.physics by allowing bodies to be influenced by another body's mass, called gravity , as well as some small other things. The following is a demonstration of what Grav2D can do in 38 lines of code: https://i...
- Sun Mar 05, 2017 3:14 am
- Forum: Support and Development
- Topic: Do I *need* a license to post my games/libraries here?
- Replies: 3
- Views: 3141
Do I *need* a license to post my games/libraries here?
I saw some people posting their games and libraries with licenses today. I was wondering, do we need licenses to post our games or libraries here? Is it frowned upon not to have one attached to a project? What kind of licences do you people prefer, if any? And does a licence actually do anything ? I...
- Fri Mar 03, 2017 11:57 pm
- Forum: Support and Development
- Topic: I borked my physics body
- Replies: 1
- Views: 1626
I borked my physics body
So I'm making a class-like extension of a fixture that incorporates mathematical and logical functions to calculate the angle and force to simulate gravity on a circular shape. Cool stuff for a space-ish game. Only problem being, whenever I create a body object, it's position is x:NaN and y:NaN. htt...