Search found 166 matches

by Tanner
Wed Jul 27, 2016 10:15 am
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 168
Views: 99056

Re: ImGui löve module

I'm currently updating the module to stop using direct GL calls for rendering, and instead use LOVE for it, it works quite well but in terms of performances I can't find a way to avoid transfering the imgui vertex and index lists into a lua table and then send it to LOVE (which then transform it ba...
by Tanner
Fri Jul 22, 2016 1:08 am
Forum: Libraries and Tools
Topic: Hero: a simple module for saving the world
Replies: 7
Views: 1678

Re: Hero: a simple module for saving the world

Nice to see this come to fruition. Congrats!
by Tanner
Wed Jul 20, 2016 1:32 pm
Forum: Support and Development
Topic: Bug in math.cos?
Replies: 6
Views: 764

Re: Bug in math.cos?

It might be worth noting that it's typical to pass the y component first to 'math.atan'.

Code: Select all

self.angle = math.atan(self.angle_y, -self.angle_x)
http://lua-users.org/wiki/MathLibraryTutorial
by Tanner
Mon Jul 18, 2016 1:39 pm
Forum: Support and Development
Topic: Time
Replies: 4
Views: 973

Re: Time

HUMP's Timer lib has the function you want: http://hump.readthedocs.io/en/latest/ti ... mer.during
by Tanner
Mon Jul 18, 2016 10:45 am
Forum: General
Topic: blogs.love2d.org - The Official LÖVE Blogs!
Replies: 94
Views: 171831

Re: blogs.love2d.org - The Official LÖVE Blogs!

Really great post, bartbes.
by Tanner
Sat Jul 16, 2016 12:35 pm
Forum: Ports
Topic: CLove,port of Love into C/OpenGL ES 2.0
Replies: 18
Views: 11778

Re: CLove, semi port of Love into C/OpenGL ES 2.0

Is there any specific reason you're doing this, since LÖVE itself can use OpenGL ES 2.0 and supports Android (and 3D, with LÖVE3D - a pure LuaJIT lib, if I recall correctly) To be honest, I don't quite like how Love is structured plus I kinda appreciate more C then C++ and Love has a weird build sy...
by Tanner
Thu Jul 14, 2016 10:57 am
Forum: General
Topic: Finding neighbours on an arbitrary polygon grid
Replies: 6
Views: 2134

Re: Finding neighbours on an arbitrary polygon grid

There is no algorithmic solution to your problem because of the irregular nature of your shapes. The solution you will want to employ is to create a list of the neighbouring polygons when you build the graph or employ some form of spatial hash to narrow your search size.
by Tanner
Wed Jul 13, 2016 1:58 am
Forum: Support and Development
Topic: Love2D I/O to any directory?
Replies: 12
Views: 2427

Re: Love2D I/O to any directory?

Ah, fair enough. I was so wow'd by it when I first used it that I got the company I was working for to buy it for the team and then I got used to it. FOSS all the way, though, I agree.
by Tanner
Tue Jul 12, 2016 5:10 pm
Forum: Support and Development
Topic: Love2D I/O to any directory?
Replies: 12
Views: 2427

Re: Love2D I/O to any directory?

I dislike TexturePacker immensely, and have been using urraka's texpack. Not to hijack this thread but I'm curious what shortcomings you found in TexturePacker? I've used it for a number of professional projects with teams of 5 to 10 people as well as for a bunch of solo game jams and I've only eve...
by Tanner
Mon Jul 11, 2016 8:55 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1705
Views: 545066

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

Infinite, incremental polygon tiling via a coroutine.
Image