Search found 107 matches
- Mon Dec 03, 2012 6:16 pm
- Forum: Support and Development
- Topic: Drawing Smooth Curves
- Replies: 11
- Views: 8247
Re: Drawing Smooth Curves
When I decided to draw a bezier curve in Love, at some point the game started lagging. This was because I was drawing each segment separately in a for loop. Drawing as little as a few hundred segments already seemed a problem. Then I discovered you could put many points inside the love.graphics.line...
- Fri Nov 30, 2012 8:11 pm
- Forum: Support and Development
- Topic: Multiple keys as one command
- Replies: 8
- Views: 3070
Re: Multiple keys as one command
This is handy for english keyboard input. However, it doesn't work with anything above 126, as Lua lacks unicode support. You can convert the unicode into string, you can try a function, like this: function love.load() tab = {} txt = "" font = love.graphics.newFont("consola.ttf"...
- Thu Nov 29, 2012 11:33 am
- Forum: Support and Development
- Topic: Filesystem outside love directory
- Replies: 11
- Views: 3613
Re: Filesystem outside love directory
A related question. There are two locations: - the read-only .love archive - the read-write Save directory If I use functions like love.filesystem.exists("foo.bar") or love.filesystem.read("foo.bar") , LOVE will first look inside the SAVE directory and if it's missing, in the .LO...
- Wed Nov 28, 2012 9:34 pm
- Forum: Support and Development
- Topic: Packets in LUBE
- Replies: 17
- Views: 7319
Re: Packets in LUBE
Oh okay so you use all three. And do you always have to do the "string.format("%s\n\n%s\n\n%s\n\n%s")" bit for everything you send over or is that specific to that example? I have a feeling like you didn't analyse the code thoroughly ;). You don't use all three functions, you on...
- Wed Nov 28, 2012 2:42 pm
- Forum: Support and Development
- Topic: for loop seems to not work quite right
- Replies: 10
- Views: 4832
Re: for loop seems to not work quite right
OK, but why do you do this:
When it could be done like this:
Code: Select all
for i in ipairs(spawned) do
an = spawned[i]
Code: Select all
for index, value in ipairs(spawned) do
-- no need for an, as value stores spawned[i]
- Wed Nov 28, 2012 2:37 pm
- Forum: Support and Development
- Topic: Packets in LUBE
- Replies: 17
- Views: 7319
Re: Packets in LUBE
Thanks a lot! I've got everything working (I think). I've downloaded Serpent and figured out how to serialize (serpent.line(message)), but I can't figure out how to deserialize, do you happen to know the name of the deserialization function? It's there in the link I gave you ;). local serpent = req...
- Tue Nov 27, 2012 11:47 pm
- Forum: Support and Development
- Topic: Packets in LUBE
- Replies: 17
- Views: 7319
Re: Packets in LUBE
Oh! That clears it up quite a lot! Could you explain "message = "M" .. tostring(move)" this line though, is that what gives (1,1)? (not really sure here). Well, since you can only send strings via LUBE, and you want to put more than one variable in a packet, you have to concaten...
- Tue Nov 27, 2012 10:12 pm
- Forum: Support and Development
- Topic: Packets in LUBE
- Replies: 17
- Views: 7319
Re: Packets in LUBE
Assuming we have 3 players online, let's assume they all send these things: P1 Sends: Moving, Combat, Skills P2 Sends: Combat, Skills, Moving P3 Sends: Skills, Moving, Combat As you can see they all send data in a different order. How does the server know to execute the function that handles Moving...
- Tue Nov 27, 2012 8:34 pm
- Forum: Support and Development
- Topic: Packets in LUBE
- Replies: 17
- Views: 7319
Re: Packets in LUBE
So if I wanted to send different things in different orders I couldn't? Would that mean that I would just have to send everything every time I want to send something? What are you saying here? :P I don't understand. You receive a packet, then you read what it is, then you do something with it. With...
- Tue Nov 27, 2012 8:01 pm
- Forum: Support and Development
- Topic: Packets in LUBE
- Replies: 17
- Views: 7319
Re: Packets in LUBE
When you read from a TCP socket, you're guaranteed to read the data in order it was sent. If ALL of your data has to be delivered, then you have to use TCP. UDP is good for data that expires after a short time (if it's old, it's useless) or that is replaced by new data. If you send player state via ...