Search found 256 matches

by Lap
Mon Jun 25, 2012 4:31 am
Forum: Libraries and Tools
Topic: Zoetrope, a starter kit for LOVE
Replies: 46
Views: 17142

Re: Zoetrope, a starter kit for LOVE

More clicks if you include: -creating classes, subclassing existing ones, reusing objects -animated sprites, including alpha fading, color tinting, and rotation -user input via keyboard, mouse, and gamepads -framerate-independent physics (velocity, acceleration, and drag) -collision checking -static...
by Lap
Tue May 29, 2012 6:18 pm
Forum: Support and Development
Topic: Simulating Network Lag
Replies: 5
Views: 558

Re: Simulating Network Lag

I'm trying to figure out what else I might be missing by simulating it only within Love. I guess I'd miss potential problems with testing packets of different sizes, as I've seen large ones get dropped before....maybe. So far this is the most difficult part of networking, as I never have problems wi...
by Lap
Tue May 29, 2012 4:38 pm
Forum: Support and Development
Topic: Simulating Network Lag
Replies: 5
Views: 558

Simulating Network Lag

Any thoughts on the best way to go about testing networking under varying conditions (packet loss, latency, etc.)?

I'm not finding any good external programs to help out.
by Lap
Tue May 29, 2012 3:34 pm
Forum: Support and Development
Topic: How to limit my frames per second?
Replies: 15
Views: 6727

Re: How to limit my frames per second?

I've enjoyed this more general article:

http://gafferongames.com/game-physics/f ... -timestep/
by Lap
Tue May 08, 2012 2:17 am
Forum: Libraries and Tools
Topic: Löve Frames - A GUI Library
Replies: 380
Views: 156636

Re: Löve Frames - A GUI Library

I've been keeping track of the Love GUI's that have been coming out for years and nothing so far has made me want to switch away from Goo. I ended up adding in a lot of the elements seen in this library, but oh I wish I didn't have to go through the pain of making them. That being said, this seems t...
by Lap
Sun Apr 22, 2012 4:01 pm
Forum: Libraries and Tools
Topic: Platformer game engine (a proper one, really!)
Replies: 30
Views: 18142

Re: Platformer game engine (a proper one, really!)

If you want to have anything framerate independent you are going to need to use the delta time (the dt in "love.update(dt)"). That will tell you the time between frames.
by Lap
Sat Apr 14, 2012 1:21 am
Forum: Libraries and Tools
Topic: Quadtree Spatial Indexing Demo
Replies: 14
Views: 3238

Re: Quadtree Spatial Indexing Demo

I've always been interested in how well various quadtree methods and similar tricks would work within this engine. I've long dreamed of mkaing some sort of 2d space shooter with many ships flying around with shots and particles all over the place. I was never able to get framerates to acceptable lev...
by Lap
Wed Apr 11, 2012 2:56 am
Forum: Libraries and Tools
Topic: Quadtree Spatial Indexing Demo
Replies: 14
Views: 3238

Re: Quadtree Spatial Indexing Demo

Clean and clear visualization. Well done. This would be a great addition to the wiki.
by Lap
Tue Apr 10, 2012 12:30 am
Forum: Libraries and Tools
Topic: Particle System Tool 0.11
Replies: 17
Views: 4985

Re: Particle System Tool

I had a GeForce MX 2. Let's see how long ago that was...

12 years ago!?!?! :o

This particle tool is amazing. Well done.
by Lap
Wed Mar 28, 2012 3:32 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1704
Views: 511722

Re: What's everyone working on? (tigsource inspired)

timmeh42 wrote:that's the fps in the corner there.
Framebuffer/canvas that whole tree.
meoiswa wrote:Those look pretty nice :o
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?
https://love2d.org/wiki/love.graphics.arc Love 0.8.0 only.