I just want an object to act as though it wasn't there, not colliding with anything? How would I do that?
Thanks in advance!
Search found 29 matches
- Sun Apr 17, 2016 9:31 am
- Forum: Support and Development
- Topic: How do you temporarily disable collisions? - love.physics
- Replies: 5
- Views: 5206
- Sat Apr 16, 2016 12:40 pm
- Forum: Support and Development
- Topic: Is there randomness in the physics-module's simulation?
- Replies: 1
- Views: 1037
Is there randomness in the physics-module's simulation?
Currently making my Ludumdare-game using love.physics, I had it happen to me that on two equal scenarios there would be different outcomes. Why? How do I fix it?
- Sat Mar 26, 2016 10:25 pm
- Forum: Support and Development
- Topic: love.physics - Increase simulation speed for one world
- Replies: 2
- Views: 1155
love.physics - Increase simulation speed for one world
Hey,
I've got 2 worlds with completely identical objects and I want both worlds to behave the same but one of them to simulate everything faster than the other one. I tried simply passing the world:update function 100*dt but that didn't work for some reason...
Thanks in advance!
I've got 2 worlds with completely identical objects and I want both worlds to behave the same but one of them to simulate everything faster than the other one. I tried simply passing the world:update function 100*dt but that didn't work for some reason...
Thanks in advance!
- Tue Oct 13, 2015 12:54 pm
- Forum: Support and Development
- Topic: Realistic space flight
- Replies: 11
- Views: 4465
Re: Realistic space flight
That wouldn't happen in space though...bobbyjones wrote:You could use a dampening value that is always added to the velocity. After acceleration is stop the dampening value which should be negative will slow the ship down to 0 velocity
- Wed Sep 02, 2015 2:55 pm
- Forum: General
- Topic: So Bumpy! <3
- Replies: 3
- Views: 1371
Re: So Bumpy! <3
DING! DING! DING! DING!Davidobot wrote:That's a no-brainer - it's Yuru Yuri (http://myanimelist.net/anime/10495/Yuru_Yuri) of course!
CORRECT!
I thought it might be too easy...
- Tue Sep 01, 2015 4:41 pm
- Forum: General
- Topic: So Bumpy! <3
- Replies: 3
- Views: 1371
So Bumpy! <3
Guess the Anime!
- Sun Jul 05, 2015 6:15 pm
- Forum: Support and Development
- Topic: [NOT SOLVED] HardonCollider - polygon:unpack() not working
- Replies: 2
- Views: 933
Re: HardonCollider - polygon:unpack() not working
I suggest rewriting it as: local points = ranPoly(damage, 20) local e = col:addPolygon(unpack(points)) e.damage = damage e.color = color e.speed = speed e.health = health e.maxHealth = health e.enemyType = enemytype return e end enemy.list[#enemy.list + 1] = newEnemy(x, y, damage, speed, color, ene...
- Sun Jul 05, 2015 1:33 pm
- Forum: Support and Development
- Topic: [NOT SOLVED] HardonCollider - polygon:unpack() not working
- Replies: 2
- Views: 933
[NOT SOLVED] HardonCollider - polygon:unpack() not working
Whenever i try to call the :unpack() function of the polygon I created using the Collider:addPolygon function I get an error saying the field unpack() is a nil value. This is how the polygon-table is created: function addEnemy(x, y, damage, speed, color, enemytype, health) local points = ranPoly(dam...
- Sat Jul 04, 2015 7:29 am
- Forum: Support and Development
- Topic: [SOLVED] Generating a "random" simple polygon
- Replies: 2
- Views: 1458
[SOLVED] Generating a "random" simple polygon
The title basically says it all. I just want to generate a table containing n points that make up a simple (non self-intersecting) polygon
Thanks in advance,
- Ovidios
Thanks in advance,
- Ovidios
- Sat Jul 04, 2015 7:23 am
- Forum: Support and Development
- Topic: [SOLVED] HardonCollider - addPolygon from table
- Replies: 2
- Views: 947
Re: HardonCollider - addPolygon from table
Thanks, worked!