Search found 166 matches
- Wed Jul 27, 2016 10:15 am
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 238196
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...
- Fri Jul 22, 2016 1:08 am
- Forum: Libraries and Tools
- Topic: Hero: a simple module for saving the world
- Replies: 7
- Views: 3703
Re: Hero: a simple module for saving the world
Nice to see this come to fruition. Congrats!
- Wed Jul 20, 2016 1:32 pm
- Forum: Support and Development
- Topic: Bug in math.cos?
- Replies: 6
- Views: 2476
Re: Bug in math.cos?
It might be worth noting that it's typical to pass the y component first to 'math.atan'.
http://lua-users.org/wiki/MathLibraryTutorial
Code: Select all
self.angle = math.atan(self.angle_y, -self.angle_x)
- Mon Jul 18, 2016 1:39 pm
- Forum: Support and Development
- Topic: Time
- Replies: 4
- Views: 2902
Re: Time
HUMP's Timer lib has the function you want: http://hump.readthedocs.io/en/latest/ti ... mer.during
- Mon Jul 18, 2016 10:45 am
- Forum: General
- Topic: blogs.love2d.org - The Official LÖVE Blogs!
- Replies: 94
- Views: 541349
Re: blogs.love2d.org - The Official LÖVE Blogs!
Really great post, bartbes.
- Sat Jul 16, 2016 12:35 pm
- Forum: Ports
- Topic: CLove,port of Love into C/OpenGL ES 2.0
- Replies: 18
- Views: 28400
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...
- Thu Jul 14, 2016 10:57 am
- Forum: General
- Topic: Finding neighbours on an arbitrary polygon grid
- Replies: 6
- Views: 7375
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.
- Wed Jul 13, 2016 1:58 am
- Forum: Support and Development
- Topic: Love2D I/O to any directory?
- Replies: 12
- Views: 6728
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.
- Tue Jul 12, 2016 5:10 pm
- Forum: Support and Development
- Topic: Love2D I/O to any directory?
- Replies: 12
- Views: 6728
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...
- Mon Jul 11, 2016 8:55 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1488821
Re: What's everyone working on? (tigsource inspired)
Infinite, incremental polygon tiling via a coroutine.