Search found 118 matches
- Mon Jan 08, 2018 9:07 am
- Forum: Support and Development
- Topic: Physics : endContact callback triggering too late ?
- Replies: 2
- Views: 2187
Re: Physics : endContact callback triggering too late ?
It appears that for complexity reasons the collision code is run before simulation. Resulting in contact updates happening one step (or update) after modifications. But why do you need contact points to be in sync at the end of the time step? Is it worth making the engine more complex? An easy fix w...
- Sat Jan 06, 2018 11:44 am
- Forum: Support and Development
- Topic: Support for Gamecube controllers (Mayflash Adapter)
- Replies: 2
- Views: 3415
Re: Support for Gamecube controllers (Mayflash Adapter)
Love uses xinput for controllers.
If you can make it play nice with it, you'll be fine. Otherwise you will need another library to handle the input.
(not sure what the crash is all about though)
If you can make it play nice with it, you'll be fine. Otherwise you will need another library to handle the input.
(not sure what the crash is all about though)
- Fri Jan 05, 2018 4:25 pm
- Forum: Support and Development
- Topic: If I require a large table, am I just passing the reference around?
- Replies: 7
- Views: 4030
Re: If I require a large table, am I just passing the reference around?
I've got a bit more insight into "...". It's a special placeholder that represents an arbitrary amount of variables. Not as list but as if the parameters were multiple return variables. Here's a code snippet which might make it more clear. a = 1 b = 2 c = 3 function add(...) a, b, c = ... ...
- Thu Jan 04, 2018 4:58 pm
- Forum: Support and Development
- Topic: Mesh Garbage Collection Issue
- Replies: 4
- Views: 2638
Re: Mesh Garbage Collection Issue
Have you tried allocating, deleting and allocating again? Or allocating meshes, deleting them and allocating image data for that matter? It does sound like a bug but before we go all up in arms we might wanna verify that it's an issue and not just an inconsistency :) I'll test as soon as I'm home an...
- Thu Jan 04, 2018 10:29 am
- Forum: Support and Development
- Topic: Mesh Garbage Collection Issue
- Replies: 4
- Views: 2638
Re: Mesh Garbage Collection Issue
Allocating and freeing ram takes quite a while and fragments your data across the ram. When we wrote a game engine at University we would allocate 500MB initially and then 100MB chunks as needed because you will need the ram anyway. I'm not entirely sure how love handles this. But if it's not consta...
- Thu Jan 04, 2018 10:24 am
- Forum: Support and Development
- Topic: Can't Run Games?
- Replies: 5
- Views: 5065
Re: Can't Run Games?
What's the error?
It doesn't work has a very low chance of someone just randomly knowing the correct answer
It doesn't work has a very low chance of someone just randomly knowing the correct answer
- Wed Jan 03, 2018 4:46 pm
- Forum: Support and Development
- Topic: [Solved] HTTPS request in love/lua
- Replies: 3
- Views: 3953
Re: HTTPS request in love/lua
Requests might also fail if the server doesn't respond to http anymore or rerouts to https (like twitch.tv or google do). The easiest way is probably to compile luasec yourself. Each platform needs a custom compilation anyway and searching for all of them is kinda meh and unreliable. Let alone much ...
- Tue Dec 12, 2017 7:02 am
- Forum: Support and Development
- Topic: Clean way to destroy a body will all its shapes
- Replies: 6
- Views: 4383
Re: Clean way to destroy a body will all its shapes
I mean we have wiki docs for a reason. If you have a good idea, an info graphic or something like that, feel free to just add it.
Though having long texts before every function isn't really helping usability. They've been kept intentionally short.
Though having long texts before every function isn't really helping usability. They've been kept intentionally short.
- Mon Dec 11, 2017 6:51 pm
- Forum: Support and Development
- Topic: Clean way to destroy a body will all its shapes
- Replies: 6
- Views: 4383
Re: Clean way to destroy a body will all its shapes
Interesting. So in the case of using a shape on more than one fixture the shape will be copied by value, not by reference. In that case I see no reason why there should not be a shape:destroy() or why the body:destroy() should not include the shapes of its fixtures. If the latter already happens, s...
- Sun Dec 10, 2017 9:40 pm
- Forum: Support and Development
- Topic: tutorial on how to use the love2d particle system
- Replies: 4
- Views: 9250
Re: tutorial on how to use the love2d particle system
Please don't necropost. Necroposting is when you comment on an old thread (months or years old). It bumps the thread to the top while it is probably outdated and not relevant anymore. If you have a similar question just make a new thread! And thanking while honorable can just be ignored in such case...