Its pretty trippy, isnt it. Glad you enjoyed it
Search found 107 matches
- Sat Sep 17, 2022 3:40 pm
- Forum: Games and Creations
- Topic: Conway´s game of life [Added UI]
- Replies: 7
- Views: 3437
- Sat Sep 17, 2022 2:41 pm
- Forum: Games and Creations
- Topic: Conway´s game of life [Added UI]
- Replies: 7
- Views: 3437
Conway´s game of life [Added UI]
--Controls--
space:pause
w:next generation(when paused)
r:random grid
c:empty grid
Click on any cell in the map to change the cells state.
space:pause
w:next generation(when paused)
r:random grid
c:empty grid
Click on any cell in the map to change the cells state.
- Sat Sep 17, 2022 1:22 pm
- Forum: Games and Creations
- Topic: Cave Generator
- Replies: 3
- Views: 2972
- Sat Sep 17, 2022 12:30 pm
- Forum: Games and Creations
- Topic: Cave Generator
- Replies: 3
- Views: 2972
Cave Generator
I was playing around with cellular automata and found a good ruleset to generate caves from.
Controls:
space: pause
w:next generation when paused
r:fill grid with random values
c:kill all cells
Controls:
space: pause
w:next generation when paused
r:fill grid with random values
c:kill all cells
- Tue Sep 06, 2022 7:23 pm
- Forum: Support and Development
- Topic: Problems with "Sorting" algorythym
- Replies: 3
- Views: 2059
Re: Problems with "Sorting" algorythym
So, it gives you 4 colliders because first a and b is paired with both c and second a and b is also paired with both c and there is no way, you can tell which c belongs to which a and b in some cases (like with first a and b). If you want to store colliders in another way, you can for example make ...
- Tue Sep 06, 2022 2:57 pm
- Forum: Support and Development
- Topic: Problems with "Sorting" algorythym
- Replies: 3
- Views: 2059
Problems with "Sorting" algorythym
Hey, i got this map: level_test.collision = { {0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,}, {0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,}, {0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,},...
- Sat Sep 03, 2022 8:46 pm
- Forum: Support and Development
- Topic: Creating Geometry from a table of tables
- Replies: 2
- Views: 1888
Re: Creating Geometry from a table of tables
You're making local a, b, and c be tables that are not indexed by numbers, but by fields aX, aY, bX, bY, cX and cY. You insert them into aTable, bTable and cTable, so aTable[1] is a table with fields aX and aY, but when you try to print aTable[1][1], there is no element with numeric index 1. What y...
- Sat Sep 03, 2022 6:43 pm
- Forum: Support and Development
- Topic: Creating Geometry from a table of tables
- Replies: 2
- Views: 1888
Creating Geometry from a table of tables
Hey, i struggle with stuff like this and i am asking myself how to safe 3 points in a 2d grid/ table of table to later create Box2d geometry from it. grid = { {0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,}, {0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0...
- Tue Aug 16, 2022 9:37 am
- Forum: Support and Development
- Topic: Why does it not loop thru my table
- Replies: 2
- Views: 1118
- Tue Aug 16, 2022 8:27 am
- Forum: Support and Development
- Topic: Why does it not loop thru my table
- Replies: 2
- Views: 1118
Why does it not loop thru my table
I got a level map with a collider table: level_test.collision = { c = {x = 0, y = 3 , width = 10, height = 3}, c = {x = 0, y = 10, width = 10 , height = 2 } } My main.lua, in wich i feed this table and a few other thing into a level constructer: require "src/player" require "src/gradi...