Search found 29 matches

by Ovidios
Sun Apr 17, 2016 9:31 am
Forum: Support and Development
Topic: How do you temporarily disable collisions? - love.physics
Replies: 5
Views: 2139

How do you temporarily disable collisions? - love.physics

I just want an object to act as though it wasn't there, not colliding with anything? How would I do that?

Thanks in advance!
by Ovidios
Sat Apr 16, 2016 12:40 pm
Forum: Support and Development
Topic: Is there randomness in the physics-module's simulation?
Replies: 1
Views: 461

Is there randomness in the physics-module's simulation?

Currently making my Ludumdare-game using love.physics, I had it happen to me that on two equal scenarios there would be different outcomes. Why? How do I fix it? :(
by Ovidios
Sat Mar 26, 2016 10:25 pm
Forum: Support and Development
Topic: love.physics - Increase simulation speed for one world
Replies: 2
Views: 628

love.physics - Increase simulation speed for one world

Hey,

I've got 2 worlds with completely identical objects and I want both worlds to behave the same but one of them to simulate everything faster than the other one. I tried simply passing the world:update function 100*dt but that didn't work for some reason...

Thanks in advance! ^^
by Ovidios
Tue Oct 13, 2015 12:54 pm
Forum: Support and Development
Topic: Realistic space flight
Replies: 11
Views: 2320

Re: Realistic space flight

bobbyjones wrote:You could use a dampening value that is always added to the velocity. After acceleration is stop the dampening value which should be negative will slow the ship down to 0 velocity
That wouldn't happen in space though... ^^
by Ovidios
Wed Sep 02, 2015 2:55 pm
Forum: General
Topic: So Bumpy! <3
Replies: 3
Views: 791

Re: So Bumpy! <3

Davidobot wrote:That's a no-brainer - it's Yuru Yuri (http://myanimelist.net/anime/10495/Yuru_Yuri) of course!
DING! DING! DING! DING!
CORRECT!

I thought it might be too easy... ^^
by Ovidios
Tue Sep 01, 2015 4:41 pm
Forum: General
Topic: So Bumpy! <3
Replies: 3
Views: 791

So Bumpy! <3

Guess the Anime!
by Ovidios
Sun Jul 05, 2015 6:15 pm
Forum: Support and Development
Topic: [NOT SOLVED] HardonCollider - polygon:unpack() not working
Replies: 2
Views: 385

Re: HardonCollider - polygon:unpack() not working

I suggest rewriting it as: local points = ranPoly(damage, 20) local e = col:addPolygon(unpack(points)) e.damage = damage e.color = color e.speed = speed e.health = health e.maxHealth = health e.enemyType = enemytype return e end enemy.list[#enemy.list + 1] = newEnemy(x, y, damage, speed, color, ene...
by Ovidios
Sun Jul 05, 2015 1:33 pm
Forum: Support and Development
Topic: [NOT SOLVED] HardonCollider - polygon:unpack() not working
Replies: 2
Views: 385

[NOT SOLVED] HardonCollider - polygon:unpack() not working

Whenever i try to call the :unpack() function of the polygon I created using the Collider:addPolygon function I get an error saying the field unpack() is a nil value. This is how the polygon-table is created: function addEnemy(x, y, damage, speed, color, enemytype, health) local points = ranPoly(dam...
by Ovidios
Sat Jul 04, 2015 7:29 am
Forum: Support and Development
Topic: [SOLVED] Generating a "random" simple polygon
Replies: 2
Views: 777

[SOLVED] Generating a "random" simple polygon

The title basically says it all. I just want to generate a table containing n points that make up a simple (non self-intersecting) polygon
Thanks in advance,
- Ovidios