## Search found 223 matches

Wed Jan 02, 2013 10:41 pm
Forum: Libraries and Tools
Topic: Re: Tile collision example
Replies: 8
Views: 6541

### Tile collision example

Just working on tile collision and thought I'd share my method for people curious on how to do tile physics. There is a map class that takes care of the collision. The heart of it is the customizable callbacks called the preSolve and postSolve. With the callbacks, you can do neat things like one way...
Tue Dec 18, 2012 10:50 pm
Forum: Support and Development
Topic: Launch problems
Replies: 1
Views: 863

### Re: Launch problems

rar format is not supported. Use zip.
Tue Dec 18, 2012 8:42 pm
Forum: General
Topic: Interesting article about gravity in games
Replies: 24
Views: 7746

### Re: Interesting article about gravity in games

Ah classical mechanics! Just a warning to readers, this method only works if the acceleration is constant. If your acceleration is a function of position or velocity, then you will need an approximate method or solve for the differential equation in another way.
Fri Dec 14, 2012 2:18 am
Forum: Support and Development
Topic: Help with colored lighting and blendmode
Replies: 4
Views: 2167

### Re: Help with colored lighting and blendmode

I was curious about the blend modes too. Here's the link on how they work: viewtopic.php?f=4&t=10268&p=62175&hilit=+blend#p62171
Wed Dec 12, 2012 3:14 pm
Forum: Support and Development
Topic: Turn based game?
Replies: 3
Views: 1268

### Re: Turn based game?

You can set up a toggle variable which you can change with a key press or mouse press.

Code: Select all

function love.update(dt)
if doUpdate then
...
end
end

function love.keypressed(k)
if k == ' ' then doUpdate = not doUpdate end
end

Tue Dec 11, 2012 7:56 pm
Forum: General
Topic: Ludum Dare 25 joinings
Replies: 34
Views: 6105

### Re: Ludum Dare 25 joinings

I wish college wasn't taking so much of my time.
Fri Dec 07, 2012 5:40 pm
Forum: Support and Development
Topic: Lua Performance Tips
Replies: 7
Views: 2126

### Re: Lua Performance Tips

I discovered that closures are cheap if the underlying operations per closure creation are more expensive than the creation of the closure. I have made this same update in my sweep and prune for raycasting. Before that, I used a table to store my state for the raycast iterator. Now I just create a c...
Thu Dec 06, 2012 2:21 pm
Forum: Support and Development
Topic: Moving Bounding Boxes colliding
Replies: 3
Views: 2160

### Re: Moving Bounding Boxes colliding

Yes I understand. I only posted the paper because I have done some research on this before and recognized your findings. Plus math is a bit easier for me to understand than programming (this is something I just do for fun).
Thu Dec 06, 2012 3:33 am
Forum: Support and Development
Topic: Moving Bounding Boxes colliding
Replies: 3
Views: 2160

### Re: Moving Bounding Boxes colliding

Continuous collision detection is a very interesting subject. If you're really into that, you could also visit the bullet or box2d forum and talk to the authors about some techniques. This is pretty cool though combining your previous post for line intersecting test with the Minkowski Sum. For the c...
Tue Nov 20, 2012 6:21 am
Forum: Support and Development
Topic: Optimizing updates and rendering for thousands of tables
Replies: 2
Views: 1412

### Re: Optimizing updates and rendering for thousands of tables

It's unlikely that you'll get good performance for a sand game without using shaders. Love can't handle that many particles (90000!?) See: https://love2d.org/forums/viewtopic.php?f=4&t=3733&p=37873&hilit=sand#p37873 I take it back. Someone apparently made a nice demo (I even commented!): https://lo...