Search found 3098 matches

by kikito
Fri Dec 23, 2016 4:46 pm
Forum: General
Topic: Help with love2d/lua classes!
Replies: 7
Views: 6045

Re: Help with love2d/lua classes!

If I understand it correctly I create a "main" class, probabably called "Tank", and create all of the needed functions, basic variables in there, and then later on I just create multiple subclasses (Which, due to innheritance) need not have all the functions that the base class ...
by kikito
Fri Dec 23, 2016 11:12 am
Forum: General
Topic: Help with love2d/lua classes!
Replies: 7
Views: 6045

Re: Help with love2d/lua classes!

hi there! One thing that took me a lot of time to understand about programming is this: there's almost never a "objective best" way to do things. This is because *you* will be the person doing it, and that's a very important factor. I will tell you what *I* would do but you need a "su...
by kikito
Tue Dec 20, 2016 1:16 pm
Forum: Libraries and Tools
Topic: Lists; a fast way to store objects.
Replies: 36
Views: 20535

Re: Lists; a fast way to store objects.

I'm by no means an expert in performance (If anything, I am the contrary), but I have some remarks. I never use table.remove or table.insert . If I am going to be doing frequent insertions and deletions, what I try to do first is using the items as keys, like this: t[new_item]=1 -- insertion t[old_i...
by kikito
Mon Dec 19, 2016 3:09 pm
Forum: Support and Development
Topic: OpenGl problem after moving to Windows
Replies: 8
Views: 4719

Re: OpenGl problem after moving to Windows

device manager says the driver is up to date That can mean two things. One option is that the device manager is correct. In that case, that means that there are no up-to-date drivers for your graphics card on windows, but they are available on linux. That's rare, but it could happen. The other opti...
by kikito
Tue Dec 13, 2016 11:56 am
Forum: Support and Development
Topic: Very mysterious frame drops?!
Replies: 5
Views: 3159

Re: Very mysterious frame drops?!

Without being able to look at your whole source code, it is nearly impossible to know what is really happening. I can tell you however that your approach for skipping drawing stuff is upside-down. Instead of "going through all objects in the scene, and checking a condition to see which ones sho...
by kikito
Thu Dec 08, 2016 9:16 am
Forum: Games and Creations
Topic: Vectorfield Visualization
Replies: 5
Views: 5433

Re: Vectorfield Visualization

I never published something under some licence so maybe someone can help me with this? I usually go with the MIT license . In common English it means "do whatever you want with this code, just don't sue me, and mention me somewhere". It is also short enough so that you can put it directly...
by kikito
Tue Dec 06, 2016 5:52 pm
Forum: Support and Development
Topic: Readig the Output of a Shader
Replies: 3
Views: 3411

Re: Readig the Output of a Shader

Draw it in a canvas. Then you can use canvas:getPixel.
by kikito
Tue Dec 06, 2016 3:45 pm
Forum: Support and Development
Topic: Clothing, Hats and Weapons? Question about sprites showing equipment.
Replies: 3
Views: 4884

Re: Clothing, Hats and Weapons? Question about sprites showing equipment.

You could also re-render Tiggy each time he changes its items (do not render "each possible item combination", just the current one). You will need to use a canvas to render that. You can use the canvas to render the animation with anim8 just fine. When there's an inventory change, swap th...
by kikito
Sun Dec 04, 2016 11:50 am
Forum: Games and Creations
Topic: On The Roadside (Turnbased Strategy inspired by XCOM)
Replies: 69
Views: 75748

Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Hi there, I want to ask about the health system. It is quite complicated. Can I enquire about the design reasons behind this complexity? Recently I have started playing Cataclysm: Dark Days Ahead (http://en.cataclysmdda.com/) and they have a comparatively simple health system: Human bodies are divid...
by kikito
Wed Nov 23, 2016 7:14 pm
Forum: Libraries and Tools
Topic: [library] bump.lua v3.1.4 - Collision Detection
Replies: 227
Views: 126423

Re: [library] bump.lua v3.1.4 - Collision Detection

megalukes wrote:I was struggling with collisions for a while (using HC and programming my own module), but this lib saved me from a lot of trouble I was going through. Thank you very much. :awesome:
Thanks, I'm glad it worked well for you!