Search found 209 matches
- Wed May 16, 2012 11:11 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15465
Re: Lua Entity System
I vote to keep the name Lua Entity System. This looks pretty solid; however, I find it strange that PlayerCollisionController obtains a reference to the player by filtering out entities without ShapeCircle components. I think it would be more straightforward to make the player entity global or pass...
- Wed May 16, 2012 6:33 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15465
Re: Lua Entity System
I really like the idea of component based design, but did not yet encounter a game project big enough to apply it to. You library certainly makes it easier to try it sometimes. Good work! Only two comments (not to be taken too seriously): Lua-Entity-System sounds too serious. It deserves a catchier...
- Wed May 16, 2012 4:25 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15465
FEZ. Frankenstein Entity Zystem.
YWPMM.png FEZ is a lua library to help you get started with component based programming. In component based programming, entities are made up of components, the entity itself is just a number that identifies a collection of components. The components hold the data and do the logic. In the FEZ, ther...
- Tue May 15, 2012 7:29 pm
- Forum: Support and Development
- Topic: Floating Point Determinism
- Replies: 4
- Views: 2907
Re: Floating Point Determinism
Hmm, Seeing as this is server-client lockstep I might just trust the server to send out rolling snapshots of the gamestate at certain durations.
- Tue May 15, 2012 11:31 am
- Forum: Support and Development
- Topic: Floating Point Determinism
- Replies: 4
- Views: 2907
Floating Point Determinism
I've been implementing a lockstep protocol for an RTS game i'm working on. I've only had the chance to test it on the same machine. My question to the devs: Is love compiled with the IEEE754 stardard? Reading this article here http://gafferongames.com/networking-for-game-programmers/floating-point-d...
- Fri May 11, 2012 11:10 pm
- Forum: Games and Creations
- Topic: LINK. A Modern Real Time Strategy Game.
- Replies: 24
- Views: 8319
Re: Computer themed real time strategy. [concept]
Nice! One problem re: pathfinding is now if you have A<->B<->G<->Z and you forward A<->G, and you tell a program from A to go to G, it goes A->G->Z->G. I think it should at least check whether it's there yet, to prevent some really weird things. Good tip, thanks. I've decided to implement to core n...
- Thu May 10, 2012 4:23 pm
- Forum: Games and Creations
- Topic: LINK. A Modern Real Time Strategy Game.
- Replies: 24
- Views: 8319
Re: Computer themed real time strategy. [concept]
Try to stay on topic here >.> Ha! Good one. ;) Hehe. In this version i've added port forwarding. Left click on a port (the red circles around the edges of a hexagon) to bring up a context menu (thanks to the lovely love frames which I'll be using to mock up a gui!), click the port forward button an...
- Thu May 10, 2012 2:47 am
- Forum: Games and Creations
- Topic: LINK. A Modern Real Time Strategy Game.
- Replies: 24
- Views: 8319
Re: Computer themed real time strategy. [concept]
Try to stay on topic here >.>
- Wed May 09, 2012 11:52 pm
- Forum: Support and Development
- Topic: How to check if a variable is everything ELSE than something
- Replies: 19
- Views: 3338
Re: How to check if a variable is everything ELSE than somet
I think videos is much easier. Again, that's MY opinion. I don't understand any of the examples in the PIL book. I have never programmed before. Let me know what you think of my own tutorial http://www.locofilm.co.uk/LuaCow/ You can type and run lua code on the webpage itself, It's unfinished and I...
- Wed May 09, 2012 9:45 pm
- Forum: Games and Creations
- Topic: LINK. A Modern Real Time Strategy Game.
- Replies: 24
- Views: 8319
Re: Computer themed real time strategy. [concept]
You could consider putting that in your A*. Different speeds is typically something A* can take into account, so that they will always use the fastest route available. (Note that that would mean that they might take a "detour", while it is still the fastest route, because fast+fast+fast c...