Search found 33 matches

by mongrol
Sun Jan 04, 2015 10:05 am
Forum: Support and Development
Topic: Would A Classic Doom Inspired Game Work In LOVE2D?
Replies: 53
Views: 26912

Re: Would A Classic Doom Inspired Game Work In LOVE2D?

adrix89 wrote:Why do people keep want to do 3D stuff in a 2d engine?

Use Unity or some other engine.
Doom and it'd ilk aren't 3d. Replicating the Doom renderer is an interesting exercise. Doing it in a 3d engine would defeat the purpose.
by mongrol
Sun Jan 04, 2015 4:30 am
Forum: Support and Development
Topic: Would A Classic Doom Inspired Game Work In LOVE2D?
Replies: 53
Views: 26912

Re: Would A Classic Doom Inspired Game Work In LOVE2D?

Perfectly doable I reckon although you're not going to get much help from Love2d in terms of acceleration. Generally you'll be parsing a BSP tree, finding out texture is needed for the camera Y column you're on, finding out which column of the wall texture is needed at that point, obtaining the pixe...
by mongrol
Mon Oct 13, 2014 11:27 am
Forum: Support and Development
Topic: love runtime architectural overview
Replies: 0
Views: 1507

love runtime architectural overview

Big words eh? Can we use the term "architectural" on a gaming forum? Anyway, I've been reading the source of the love runtime to get an idea on how it actually hangs together, wraps SDL/GL etc and basically exposes itself (fnarr) to the API consumer. I was wondering if there was a post or ...
by mongrol
Mon Aug 18, 2014 11:19 am
Forum: Libraries and Tools
Topic: Simple LÖVE Linux Distribution
Replies: 6
Views: 5760

Re: Simple LÖVE Linux Distribution

A mild warning here. Packaging dependant libraries along with your game basically precludes for packaging by downstream distributions. Debian and Ubuntu have a fairly strict policy that distribution libraries should be used over upstream included ones for a variety of reasons (e.g. support, stabilit...
by mongrol
Tue Aug 12, 2014 10:16 am
Forum: Games and Creations
Topic: Metanet Hunter SE (Uploaded for GBJAM!)
Replies: 5
Views: 4500

Re: Metanet Hunter SE (Uploaded for GBJAM!)

That'll be a no goer then. To enter the main archive the assets need to be under a free license as well, generally CC-BY-3.0 or greater. There are some cases of games splitting assets into the non-free portion of the archive but very difficult to find a developer who'll upload and support it. I reco...
by mongrol
Mon Aug 11, 2014 10:55 am
Forum: Games and Creations
Topic: Metanet Hunter SE (Uploaded for GBJAM!)
Replies: 5
Views: 4500

Re: Metanet Hunter SE (Uploaded for GBJAM!)

Nice. What's the license on this? If you'd be kind enough to license it FOSS I'd be happy to package it up for inclusion in the Debian Archive. I'm currently collecting Love games for the Debian Games Team. (this also ends up in Debian derivatives like Ubuntu)
by mongrol
Fri Jun 27, 2014 11:11 am
Forum: Support and Development
Topic: Self flood!
Replies: 9
Views: 6594

Re: Self flood!

Thanks Kikito and xGoff. I'll revert back to the standard way of doing it, and actually not use any libs either in order to get better experience of the Lua way. I love refactoring. No really! :)
by mongrol
Wed Jun 25, 2014 9:56 am
Forum: Support and Development
Topic: Self flood!
Replies: 9
Views: 6594

Re: Self flood!

I've been using the closure approach now and find it much superior and more readable, typeble and more agreeable to my C++ background. Here's my refactored code. Admittedly it's evolved a bit further than a straight translation from above. I've dumped the hump.gamestate lib as it's Class based and w...
by mongrol
Mon Jun 23, 2014 10:02 am
Forum: Games and Creations
Topic: Space Star - Local multiplayer space hopper fighter
Replies: 1
Views: 2389

Re: Space Star - Local multiplayer space hopper fighter

Haha. Excellent take on Joust. Would be nice if the balls were animated and squashed/stretched but it plays well for a jam game.
by mongrol
Sun Jun 22, 2014 5:15 am
Forum: Support and Development
Topic: Self flood!
Replies: 9
Views: 6594

Re: Self flood!

Here's a workaround using closures. I'll give this a go later and report back. While there's some trickery involved around the self table, it's no more trickeryry than other ways of implementing higher level paradigms in Lua.

http://lua-users.org/wiki/ObjectOrienta ... reApproach