Search found 1041 matches

by ivan
Sat Apr 08, 2017 10:15 am
Forum: Games and Creations
Topic: Need Critique on Tutorial Series on Making Arkanoid-type Game.
Replies: 59
Views: 3418

Re: Need Critique on Tutorial Series on Making Arkanoid-type Game.

Hello noway, it's a good move using the centers of objects. That will make your collision code and math a little bit simpler. Unfortunately, the advantage is lost when you manually calculate the centers of objects before each collision check. Keep in mind that collision checks are usually more frequ...
by ivan
Thu Apr 06, 2017 9:26 am
Forum: Games and Creations
Topic: Some Circle Game. Ideas to make it better?
Replies: 14
Views: 741

Re: Some Circle Game. Ideas to make it better?

Yes, it's pretty fun. I managed to win on my second attempt although lost the first game after a poor start. The game needs work but there is potential here. Here are my suggestions: - drag and drop is definitely a must for a game like this - holding the right button could move the camera - better y...
by ivan
Tue Apr 04, 2017 5:09 pm
Forum: Support and Development
Topic: Physics/Box2D: prismatic joints?
Replies: 10
Views: 337

Re: Physics/Box2D: prismatic joints?

Limiting the length of the joint is done using setLimits. Keep in mind that by default prismatic joints work without any limits at all, so the variables "endX, endY" may not work as you'd expect. The next problem you are looking at is that prismatic joints work with 2 bodies. Lastly although the pri...
by ivan
Mon Mar 27, 2017 6:00 pm
Forum: Games and Creations
Topic: Need Critique on Tutorial Series on Making Arkanoid-type Game.
Replies: 59
Views: 3418

Re: Need Critique on Tutorial Series on Making Arkanoid-type Game.

Hello again, looks good so far, the first version is clearer. That's how Breakout plays more or less, of course neither option is considered "realistic" in terms of the physics simulation. You see, with physics the velocity and mass of both bodies determine the collision response plus coefficients l...
by ivan
Wed Mar 22, 2017 6:08 am
Forum: Support and Development
Topic: Large Meta-Table Serialization
Replies: 4
Views: 219

Re: Large Meta-Table Serialization

Serialization is usually for data whereas metatables are not data, but moreover define the behavior when accessing and assigning keys in a table.
I think you need to include your code so we can see if what you're doing makes sense.
by ivan
Wed Mar 22, 2017 5:51 am
Forum: Support and Development
Topic: Jump Height Unstable
Replies: 8
Views: 359

Re: Jump Height Unstable

The formula that I use is: initJumpVelocity = math.sqrt(2*g*jumpHeight) Same as yours just without the division. The problem is that when observing this in action, the player fails to reach the desired height, and not only that, it also jumps a slightly different height each time dt varies between s...
by ivan
Mon Mar 20, 2017 6:16 am
Forum: Support and Development
Topic: Need an efficient binary networking example for server & clients.
Replies: 22
Views: 849

Re: Need an efficient binary networking example for server & clients.

Sure, you can pack 2x4 bits in a byte, but with networking - it probably won't make a big difference, except that your code will become more confusing and harder to maintain.
by ivan
Fri Mar 17, 2017 6:51 am
Forum: Support and Development
Topic: help with movement
Replies: 7
Views: 302

Re: help with movement

Hello eqnox, the code needs work, I recommend the following changes: 1.Don't allow holding W/S or A/D at the same time. local vx, vy = 0, 0 if love.keyboard.isDown("w") then vy = -1 elseif love.keyboard.isDown("s") then vy = 1 end if love.keyboard.isDown("a") then vx = -1 elseif love.keyboard.isDown...
by ivan
Fri Mar 10, 2017 10:41 pm
Forum: Support and Development
Topic: Avoiding fixed timestep death spiral?
Replies: 42
Views: 1652

Re: Avoiding fixed timestep death spiral?

seemed like the most logical thing to do; i mean, going from the second to the third of my examples, at least. I like the second option - it's simple, effective and most importantly fixed so you could theoretically expect the same results each time. As mentioned in the article, you could even use l...
by ivan
Sun Mar 05, 2017 6:42 pm
Forum: Support and Development
Topic: Avoiding fixed timestep death spiral?
Replies: 42
Views: 1652

Re: Avoiding fixed timestep death spiral?

I dont think there is much you could do with fixed time steps except to slow down the game altogether.