Search found 12 matches

by arahlf
Sat Oct 15, 2011 12:40 am
Forum: Support and Development
Topic: IDE for Lua and LOVE?
Replies: 30
Views: 10583

Re: IDE for Lua and LOVE?

slime wrote:I like Sublime Text 2.
^
by arahlf
Wed Oct 12, 2011 11:48 pm
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Re: Predicting path of a body/shape

Actually with the constant time step the collisions seem to be consistent. Going to give the simulation a try w/ that :)
by arahlf
Wed Oct 12, 2011 11:21 pm
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Re: Predicting path of a body/shape

I guess I'm not sure, I was just going off of what ivan said earlier.
by arahlf
Wed Oct 12, 2011 10:20 pm
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Re: Predicting path of a body/shape

I'm not exactly sure what to take from that link. Is it recommending the use of a constant time step value instead of using what's supplied to love.update? I'm not using any kind of gravity in my test. The only other thing I can figure is that because I'm using the timestep supplied from love.update...
by arahlf
Wed Oct 12, 2011 5:27 pm
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Re: Predicting path of a body/shape

So that would basically be the 2-worlds approach right? I'm definitely leaning towards the "simulation" using box2d instead of trying to calculate/predict what box2d will do because even when I offset my calculations for the ball hitting earlier it doesn't seem to hit the lines as I'd expect... not ...
by arahlf
Wed Oct 12, 2011 1:39 am
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Re: Predicting path of a body/shape

I'm not quite sure I follow. Would I basically have 2 duplicate worlds, but per love.update, I would run the "simulation" world's update method x number of times until I gather enough pathing data?
by arahlf
Wed Oct 12, 2011 12:20 am
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Re: Predicting path of a body/shape

Ok that makes sense, thanks! I was almost to the same conclusion :oops: I'm making a pool (billiards) game where I draw some "guide" lines to help show the path of the cue ball (off walls primarily) up until contact with other balls to help line up shots. More than anything, I'm using it as a nice r...
by arahlf
Tue Oct 11, 2011 5:02 am
Forum: Support and Development
Topic: Predicting path of a body/shape
Replies: 15
Views: 2506

Predicting path of a body/shape

I'm trying to predict the path of a moving ball ahead of time, but am running into a variety of difficulties. The example program below helps demonstrate what I'm trying to simulate. Press spacebar to make the ball start moving. require 'rectangle' local world = love.physics.newWorld(0, 0, love.grap...
by arahlf
Sat Oct 08, 2011 1:35 pm
Forum: Support and Development
Topic: how to constrain bodies to integer x/y coordinates
Replies: 3
Views: 472

Re: how to constrain bodies to integer x/y coordinates

I'll give that a try, thanks.
by arahlf
Sat Oct 08, 2011 1:10 pm
Forum: Support and Development
Topic: how to constrain bodies to integer x/y coordinates
Replies: 3
Views: 472

how to constrain bodies to integer x/y coordinates

Is there an easy way to constrain a Body to whole-number coordinates? I'm making a pool game, and the balls often end up with coordinates like: (585.61932373047, 447.06735229492) When drawing with those coordinates, the image sprites are somewhat distorted because they are not whole numbers. I've tr...