Search found 209 matches

by ljdp
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...
by ljdp
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...
by ljdp
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...
by ljdp
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.
by ljdp
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...
by ljdp
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...
by ljdp
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...
by ljdp
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 >.>
by ljdp
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...
by ljdp
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...