Search found 68 matches
- Tue May 08, 2012 2:00 am
- Forum: Support and Development
- Topic: Random Box2D crashes [Löve v0.7.2]
- Replies: 5
- Views: 3201
Re: Random Box2D crashes [Löve v0.7.2]
I made the levels a bit smaller and put in fewer monsters to try to avoid the collision limit. I've since then added bullets for the player (fire with WASD). However, sometimes when I hit a monster there's another crash. Process: love [2472] Path: /Applications/love.app/Contents/MacOS/love Identifie...
- Sat May 05, 2012 7:37 pm
- Forum: Support and Development
- Topic: Random Box2D crashes [Löve v0.7.2]
- Replies: 5
- Views: 3201
Re: Random Box2D crashes [Löve v0.7.2]
I haven't added bullets yet and I'm already running up against the collision limit.
- Wed May 02, 2012 2:33 pm
- Forum: Support and Development
- Topic: Random Box2D crashes [Löve v0.7.2]
- Replies: 5
- Views: 3201
Re: Random Box2D crashes [Löve v0.7.2]
Hm, that would make sense, since the crash happens when there are a lot of monsters swarming the player.bartbes wrote:too many collisions going
Though I set a mask on the player's and monsters' collision shapes to make them pass through each other.
- Wed May 02, 2012 3:14 am
- Forum: Support and Development
- Topic: Random Box2D crashes [Löve v0.7.2]
- Replies: 5
- Views: 3201
Random Box2D crashes [Löve v0.7.2]
I'm adding pathfinding to my game to make monsters properly chase the player. I have them swarming the player somewhat satisfactorily, except that now I'm getting random crashes that seem to come from Box2D. Process: love [1317] Path: /Applications/love.app/Contents/MacOS/love Identifier: org.love2d...
- Mon Apr 09, 2012 5:05 pm
- Forum: Support and Development
- Topic: [Box2D][v0.7.2] Sensor only for certain categories
- Replies: 1
- Views: 959
[Box2D][v0.7.2] Sensor only for certain categories
As far as I'm aware, you can either set a shape to be a sensor, where it will pass through everything but collisions will be detected, or you can set a shape's category and mask to make it pass through certain other shapes without collisions being reported. Is it possible to set a shape so that it w...
- Wed Apr 04, 2012 5:30 am
- Forum: General
- Topic: 3d engines?
- Replies: 28
- Views: 10248
Re: 3d engines?
C++, which is also pretty similar to lua :huh: I've heard of Horde3D . It is like Ogre3D but smaller and has a pure C interface, so it'd be easy to write a Lua wrapper. There doesn't seem to be that many projects that use it though, so Horde3D is not "proven" like Ogre3D is. On the other ...
- Tue Apr 03, 2012 1:28 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1505243
Re: What's everyone working on? (tigsource inspired)
- Start screen
- Win condition/level transition
- Monsters
- Bullets
- Power-ups
- Sound and music
- More creative name?
- Thu Mar 29, 2012 4:26 pm
- Forum: Support and Development
- Topic: Bus error when colliding with sensor
- Replies: 5
- Views: 2104
Re: Bus error when colliding with sensor
AFAIK this is completelly normal, those triggers always return the shapes in a "random, but orderly" manner. What I mean is that when two shapes collide, you get the hook called for shapes a and b without knowing which is which, however, every time this two shapes collide, the hook is cal...
- Wed Mar 28, 2012 7:29 pm
- Forum: Support and Development
- Topic: Bus error when colliding with sensor
- Replies: 5
- Views: 2104
Re: Bus error when colliding with sensor
I've tried adding bodies and shapes meant to be deleted to a list that I can clear later, instead of destroying the bodies and shapes immediately. This gets rid of the crash, but I have discovered that the callbacks for player/key collision and player/door collision seem to be getting called twice. ...
- Wed Mar 28, 2012 3:28 pm
- Forum: Support and Development
- Topic: Bus error when colliding with sensor
- Replies: 5
- Views: 2104
Bus error when colliding with sensor
I'm using the physics engine to handle collision detection and response. I have a bunch of coloured keys that players need to collect to open doors. These keys have a physics body and shape set to be a sensor. When players touch a key, the key's physics body is removed from the world. Except that ri...