Search found 98 matches
- Tue Apr 02, 2024 12:11 pm
- Forum: General
- Topic: What exactly *is* LÖVE 2D?
- Replies: 3
- Views: 459
Re: What exactly *is* LÖVE 2D?
It's more of a "framework". There is no built-in scene tree, game objects, draw ordering, GUI system, or anything like that. There are some main lifecycle callbacks (load, update, draw, etc.) and input callbacks, and then various modules with functions to help you do what you want. See: ht...
- Thu Mar 14, 2024 7:50 pm
- Forum: Support and Development
- Topic: Overlapping sensors - Box2D order / behavior
- Replies: 8
- Views: 1261
Re: Overlapping sensors - Box2D order / behavior
Here's another demo that actually uses physics bodies.
- Thu Mar 14, 2024 7:06 pm
- Forum: Support and Development
- Topic: Overlapping sensors - Box2D order / behavior
- Replies: 8
- Views: 1261
Re: Overlapping sensors - Box2D order / behavior
Aha, I think I see. So it's something like, if you had concentric circles, where the largest overlaps all smaller circles, and you want to know which "ring" a certain object is in. In that scenario it would simply be the smallest circle that the object is still overlapping. You just need t...
- Thu Mar 14, 2024 4:14 pm
- Forum: Support and Development
- Topic: Overlapping sensors - Box2D order / behavior
- Replies: 8
- Views: 1261
Re: Overlapping sensors - Box2D order / behavior
Sensor shapes will not cause preSolve and postSolve callbacks, only beginContact and endContact. Also one of the bodies must be dynamic to get any events at all. Other than that, overlapping sensors should work fine. I don't quite understand what you are trying to do from your description, maybe you...
- Sat Feb 24, 2024 1:18 pm
- Forum: General
- Topic: Shaders, Help!
- Replies: 5
- Views: 1921
Re: Shaders, Help!
You're welcome. I'm glad that helped.
- Thu Feb 22, 2024 12:51 pm
- Forum: General
- Topic: Shaders, Help!
- Replies: 5
- Views: 1921
Re: Shaders, Help!
Take a look at the documentation for love.graphics.newShader again. As the error message says, you need to provide either a "position" function or an "effect" function (or both). You are instead defining two "main" functions in the same string. Additionally, if you want...
- Mon Feb 05, 2024 3:02 pm
- Forum: General
- Topic: Game engines and frameworks.
- Replies: 11
- Views: 3953
Re: Game engines and frameworks.
Sadly, I doubt it. I think if there was something polished, it would be well(-enough) known.
It's a lot of work. I've been working on mine for...six years , and it's not done yet, heh.
Are you looking for something with all the graphical editors and tools, or just extra code framework?
It's a lot of work. I've been working on mine for...six years , and it's not done yet, heh.
Are you looking for something with all the graphical editors and tools, or just extra code framework?
- Tue Jan 16, 2024 12:57 pm
- Forum: Support and Development
- Topic: 2D lighting engines
- Replies: 12
- Views: 28001
Re: 2D lighting engines
The basic lighting that many 2D games use, like so: how-to-point-light.jpg is quite simple to do. It requires very minimal shader knowledge. It's just an overlay. The lights are just images with the "add" blend mode, drawn to a separate canvas. Then you multiply the lighting canvas color w...
- Fri Oct 27, 2023 2:35 pm
- Forum: Support and Development
- Topic: Draw items "behind" a wall
- Replies: 3
- Views: 20159
Re: Draw items "behind" a wall
Take a look at this thread: https://love2d.org/forums/viewtopic.php?p=246776 The way I ended up doing it: Step 1: Draw your objects as a black & white mask to a render texture, in back-to-front order. Overlapping objects are white, silhouette-able objects are black. You can output to multiple re...
- Fri Sep 29, 2023 5:31 pm
- Forum: Support and Development
- Topic: is custom package.loaders a bad idea?
- Replies: 5
- Views: 4699
Re: is custom package.loaders a bad idea?
Nah, I don't think there's anything wrong with making a new package loader, that's what it's there for. It's just a bit obscure, and not particularly necessary. If you like it, do it. In this case, love.graphics.newShader can already take a file path, so you're only making a very small shortcut to it.