Search found 29 matches
- Sat Apr 13, 2013 7:25 pm
- Forum: Ports
- Topic: [javascript]Luv.js
- Replies: 36
- Views: 36323
Re: [javascript]Luv.js
Just wanted to say I'm using Luv.js for a Real Project™ and it's great, thanks.
- Fri Mar 29, 2013 1:52 pm
- Forum: General
- Topic: JavaScript game framework implementing Löve2D API ??
- Replies: 3
- Views: 2214
JavaScript game framework implementing Löve2D API ??
Hi all, I was wondering whether there is a JavaScript game framework running on Canvas or DOM or whatever that implements Löve2D API. If there is not yet, wouldn't that be cool if we start a project for this ? I just looked various JS game frameworks, but I don't like any of their APIs, to me Love2D...
- Wed Mar 13, 2013 9:14 am
- Forum: Support and Development
- Topic: Can't compile (with LuaJIT)
- Replies: 0
- Views: 1556
Can't compile (with LuaJIT)
I was using Löve2d installed via my distro's package manager, now I decided to go with LuaJIT but I'm having trouble. Here's my configure and make output: ➜ love-0.8.0 ./configure --prefix=/usr/local --with-luajit configure: loading site script /usr/share/site/x86_64-unknown-linux-gnu checking for a...
- Tue Mar 12, 2013 5:29 pm
- Forum: Support and Development
- Topic: local vars to eliminate indexing - why do lovers do that ?
- Replies: 9
- Views: 4180
Re: local vars to eliminate indexing - why do lovers do that
Thank you all for your responses,
So this is mostly about code simplicity but there are also performance reasons! I didn't know that, thanks Hexenhammer and Inny for tips about Lua interpreter internals and LuaJIT!
So this is mostly about code simplicity but there are also performance reasons! I didn't know that, thanks Hexenhammer and Inny for tips about Lua interpreter internals and LuaJIT!
- Tue Mar 12, 2013 8:42 am
- Forum: Support and Development
- Topic: local vars to eliminate indexing - why do lovers do that ?
- Replies: 9
- Views: 4180
local vars to eliminate indexing - why do lovers do that ?
While reading some Love2D code and some Lua projects developed by lovers here I realized a pattern. When a code required indexing like this: if someTable.someField then someTable.someField:... end ... some code with more indexing like someTable.someField ... People instead use this: local field = so...
- Fri Mar 08, 2013 5:22 pm
- Forum: Libraries and Tools
- Topic: TiMArU | a generic tilemap library
- Replies: 8
- Views: 4055
Re: TiMArU | a generic tilemap library
OK, just FYI, I could't spare my time and look into the source, but I run the .love file. And on my machine, which is a Thinkpad T510 with i5 and intel graphics with 64bit linux OS, frame rate is dropping down to 3 or 2 while moving the map. I suspect this is normal, I'm playing most of the games in...
- Thu Mar 07, 2013 6:13 am
- Forum: Support and Development
- Topic: A question regarding physics and the terrain
- Replies: 4
- Views: 2035
Re: A question regarding physics and the terrain
Ok, so with help of this post and some cool dudes from IRC channel, I could solve my problems, and I wrote a blog post about it: http://osa1.net/box2d-tips/ Hope this helps some other people too. (I'd be so happy if you kind people report me my spelling/grammar mistakes, I'm not a native speaker :ul...
- Wed Mar 06, 2013 2:43 pm
- Forum: Support and Development
- Topic: A question regarding physics and the terrain
- Replies: 4
- Views: 2035
Re: A question regarding physics and the terrain
OK, I think I have no idea how does love.physics work. If you look the .png file, the polygon is meant to be the character, and rectangle on the right side is level boundary. Why the hell does the character move into the wall ? Here's the code: (this is actually a modified version of a program someo...
- Wed Mar 06, 2013 12:58 pm
- Forum: Support and Development
- Topic: A question regarding physics and the terrain
- Replies: 4
- Views: 2035
Re: A question regarding physics and the terrain
Oh wow, circle shape worked surprisingly good. Now I'll try having multiple circle shapes for my body, and make left/right circles' frictions 0. I'll keep this post updated. Thanks. EDIT: So I also need multiple bodies for this, right ? I'll have multiple bodies, shapes, and fixtures ? EDIT2: Ok, so...
- Wed Mar 06, 2013 6:32 am
- Forum: Support and Development
- Topic: A question regarding physics and the terrain
- Replies: 4
- Views: 2035
A question regarding physics and the terrain
Hi, I'm having a problem creating my terrain with love.physics module. I have some .png files that represent my map. When I load the map, I'm putting static bodies for each pixel representing a static block in my .png file. And I'm using rectangular shape for each block. Now, the problem is, my char...