Search found 153 matches

by The Burrito
Tue Jul 27, 2010 7:42 pm
Forum: Support and Development
Topic: Physics error (halp!)
Replies: 8
Views: 4599

Re: Physics error (halp!)

Pairs are something like collisions (from what I understand), theres a limit to how many it will create simultaneously, the pop up error is it reaching the limit. Pairs are created any time 2 objects overlap, so I guess your grid of boxes just makes a lot of them (perfect alignment would probably cr...
by The Burrito
Wed Jul 21, 2010 9:49 pm
Forum: Support and Development
Topic: exporting imagedata
Replies: 1
Views: 859

exporting imagedata

So I'm trying to grab imagedata out of love and get it into a use able format. I can get it to save the data as a file: screenshot = love.graphics.newScreenshot( ) love.filesystem.write( "screenshot", screenshot:getString( )) but from there I'm not really sure how to import it into an imag...
by The Burrito
Wed Jul 21, 2010 9:18 pm
Forum: Libraries and Tools
Topic: The Last Dalek
Replies: 11
Views: 7667

Re: The Last Dalek

Its really surprisingly hard to make a platformer with physics managing everything. It never "feels" right because we all grew up playing Mario and the like, and expect the characters to move like Mario.(basically moving up at a constant speed, hanging in the air, then falling at a constan...
by The Burrito
Wed Jul 21, 2010 9:05 pm
Forum: Support and Development
Topic: Spawning with a click
Replies: 6
Views: 3134

Re: Spawning with a click

Here is a modified version: main.lua function love.load() world = love.physics.newWorld(650, 650) --create a world for the bodies to exist in with width and height of 2,000 world:setGravity(0, 600) --the x component of the gravity will be 0, and the y component of the gravity will be 700 world:setMe...
by The Burrito
Wed Jul 21, 2010 8:35 pm
Forum: Support and Development
Topic: Spawning with a click
Replies: 6
Views: 3134

Re: Spawning with a click

love.mousepressed( x, y, l ) bodies[1] = love.physics.newBody(world, x, y, 15, 0) shapes[1] = love.physics.newCircleShape(bodies[1], 0, 0, 20) end like that? its pretty straightforward. if you're dealing with a lot of bodies and shapes, you may want to organize them differently, I use something lik...
by The Burrito
Sat Jul 17, 2010 8:05 pm
Forum: General
Topic: Decoda
Replies: 10
Views: 4988

Re: Decoda

I haven't tried it but it does look really cool, I've heard several other game companies that use lua for scripting have started using it. Speaking of Unknown Worlds, Natural Selection 2 looks really good, and its supposed to ship with a lot of tools (I think including decoda) for modding etc. hope ...
by The Burrito
Fri Jun 25, 2010 8:03 pm
Forum: Support and Development
Topic: Requesting help with 2D raycasting for hitscan-style weapons
Replies: 9
Views: 4416

Re: Requesting help with 2D raycasting for hitscan-style wea

* call world:update() then * traverse the collisions table to determine the closest point of collision. You can test only one of the two coordinates since all points are co-linear. That's your hit point. * destroy the ray shape then set the collision variable to hold an empty table. Sadly, this is ...
by The Burrito
Wed Jun 23, 2010 5:26 pm
Forum: Support and Development
Topic: Requesting help with 2D raycasting for hitscan-style weapons
Replies: 9
Views: 4416

Re: Requesting help with 2D raycasting for hitscan-style wea

To give you some idea of performance, this is performing each process 1 Million times and the number of seconds it takes to do so (less is better). testperf.png As you can see its quite fast. The first testSegment is only 100 units long, the long testSegment is about 1200 units long, and hits a shap...
by The Burrito
Tue Jun 22, 2010 1:30 am
Forum: Support and Development
Topic: World -> Local Coordinates
Replies: 8
Views: 2935

Re: World -> Local Coordinates

Generally you wouldn't use these functions with points from the same body, it would be like saying "where is the center of this, relative to it's center?" now where it comes in handy is for comparisons, It can be used for very complex interactions if you need. By default 0,0 in your world ...
by The Burrito
Sun Jun 20, 2010 3:30 pm
Forum: Support and Development
Topic: Rotation Problem
Replies: 3
Views: 1311

Re: Rotation Problem

Probably what you want to do is compare the angle of the ship to the mouse angle and rotate it in whichever direction is shorter. Basically, add 2*pi to the angle will give you the same location + one revolution. so if mouseangle+2pi is closer to the ship's angle than mouseangle use it to determine ...