Search found 209 matches

by ljdp
Tue May 29, 2012 7:51 pm
Forum: Support and Development
Topic: Simulating Network Lag
Replies: 5
Views: 1997

Re: Simulating Network Lag

If you've got OSX Lion and have installed Xcode then you already have a nice utility app called network link conditioner, I've been using it to test my RTS game.
It let's you change your bandwith, packet loss and latency.

http://joemiller.me/2011/07/25/network- ... -4-1-lion/
by ljdp
Fri May 25, 2012 12:54 pm
Forum: General
Topic: Artificial Intelligence For Games (Morgan Kaufmann Series)
Replies: 9
Views: 3038

Re: Artificial Intelligence For Games (Morgan Kaufmann Serie

Here's the source code parts for parts of the book
https://github.com/idmillington/aicore
by ljdp
Sat May 19, 2012 11:56 pm
Forum: Support and Development
Topic: Calculating a trajectory
Replies: 7
Views: 2584

Re: Calculating a trajectory

vrld wrote:The predicted path may be a little different than the one the simulated body will take.
That's because of euler integration isn't it? Box2d uses a more accurate integration I think.
by ljdp
Sat May 19, 2012 2:58 pm
Forum: General
Topic: Mac compile and test automator workflow
Replies: 6
Views: 2661

Re: Mac compile and test automator workflow

You don't need to understand it. Just copy and paste what i've said. Press cmd-space, type terminal, press enter, type 'cd' without the quotes and then a space, then drag your folder onto to terminal window and press enter. Now type '/applications/love.app/contents/macos/love .' without the quotes a...
by ljdp
Sat May 19, 2012 1:12 pm
Forum: General
Topic: Mac compile and test automator workflow
Replies: 6
Views: 2661

Re: Mac compile and test automator workflow

A little tip, open terminal and cd 'my_game_directory' /applications/love.app/contents/macos/love . It will run the game without needing to create a .love file. You can create a shortcut to love by opening or creating, if it doesn't exist ~/.bash_profile and add in alias love=/applications/love.app/...
by ljdp
Sat May 19, 2012 12:53 pm
Forum: Libraries and Tools
Topic: FEZ. Frankenstein Entity Zystem.
Replies: 26
Views: 15458

Re: FEZ. Frankenstein Entity Zystem.

jradich wrote:Too... big
YEAAAAHH. Big's good no?
I did it in illustrator so it's easily resized, like on the OP.
by ljdp
Fri May 18, 2012 6:55 pm
Forum: Libraries and Tools
Topic: FEZ. Frankenstein Entity Zystem.
Replies: 26
Views: 15458

Re: Lua Entity System

What do you think?
EmlOL.png
EmlOL.png (39.32 KiB) Viewed 310 times
by ljdp
Fri May 18, 2012 12:17 am
Forum: Libraries and Tools
Topic: FEZ. Frankenstein Entity Zystem.
Replies: 26
Views: 15458

Re: Lua Entity System

I've made quite a bit of changes to this, take a look at the new example on github to see how it's different. There's also a wiki now i've started to edit.
I might change the name to Frankenstein Entity System aka FEZ :cool:
(I just want to make a logo of Frankenstein wearing a fez.)
by ljdp
Thu May 17, 2012 3:21 pm
Forum: Libraries and Tools
Topic: FEZ. Frankenstein Entity Zystem.
Replies: 26
Views: 15458

Re: Lua Entity System

You might want to consider programming this using metatables; the added flexibility would likely be beneficial for something like this. For example, you could require the programmer to explicitly list all of a component's dependencies. That said, I read article you linked to as well as all of the o...
by ljdp
Wed May 16, 2012 11:53 pm
Forum: Libraries and Tools
Topic: FEZ. Frankenstein Entity Zystem.
Replies: 26
Views: 15458

Re: Lua Entity System

OR any other component? Wouldn't that include everything? It's plausible that something other than a player would have Collidable, ShapeCircle, and Transform components, right? Wouldn't this cause a problem? The example on github needs more work, but essentially you would have a Player attribute an...