I've always thought of a memory leak as memory consumption that can't be recovered, similar to others in the thread. In the case of a GC'd language haemorrhaging memory I've always just considered this wasteful programming. Your example is quite illustrative as to why you can't just ignore memory co...
Anything I've done before. I love learning new stuff or working on novel approaches to already solved problems (like my unnecessarily complicated GPU raycaster from a few years ago), but I can rarely make it part of a complete package because I can't be bothered doing the rest of the work that I'm a...
No problem. dy is the y velocity of the player, analogous to your yspeed. There's a separate function that handles moving and colliding the player using dx and dy but it doesn't affect how the jump works (Aside from setting those values to 0 in the event of a collision on the relevant axis)
This is how I've done it in a pico8 game I'm working on. if not btn(btnjmp) and jt<10 then jmpheld=false end jt+=1 if jt<=minjmp or (jmpheld and jt<=maxjmp) then plyr.dy=-1 end I run this code while the player is jumping after gravity is applied. It essentially overrides the gravity when the player ...
We're going to need more to go on. Are you using a physics engine or some custom physics? What are you trying to achieve, what have you tried and what is it doing instead of what you want? And lastly show us the code that's not working.
Can't see a demo on the Steam page, just says coming soon. Edit: Actually it's available to download on the desktop Steam client, I was trying on my Steam Deck last night. It's quite fun if a bit unforgiving. The controls aren't really my cup of tea, would be nice to be able to configure the layout ...
Dug out my old Macbook Pro running OSX 10.15.7 and it works fine there too, though the splash screen doesn't seem to display properly. It's contained to the top left of the screen with some artifacting at to the right and bottom of the image (though I suspect this is just what's drawn offscreen when...
Following your steps works fine for me using Ubuntu 20.04.6. When I load up another file that's there called "draftpo" I get the below error (maybe you're expecting that just thought I'd give you the stacktrace anyway): Error functions.lua:115: attempt to get length of global 'TEAMS' (a ni...
Smoothly animating in 3D is usually done using a skeletal rig. The rig configured so that certain bones deform specific parts of the mesh. The rig is then posed into key frames which are essentially 3D transforms, normally defined per bone relative to its parent bone. To get the position and rotatio...