Search found 56 matches
- Fri Jun 29, 2012 8:47 am
- Forum: Support and Development
- Topic: Problem loading Concave Polygon into HardonCollider
- Replies: 2
- Views: 1403
Problem loading Concave Polygon into HardonCollider
I'm trying to use concave shapes with HardonCollider, but I'm having problems. When drawing the shapes to the screen, they look fine, concave. But I get the following error from HardonCollider Error: hardoncollider/polygon.lua:295: Cannot triangulate polygon (is the polygon intersecting itself?) The...
- Fri Jun 29, 2012 1:50 am
- Forum: Support and Development
- Topic: How to Get Width and Height of Players Monitor
- Replies: 3
- Views: 7672
Re: How to Get Width and Height of Players Monitor
What do you mean when you say "scale the window"? Do you mean resize it using the mouse like a normal window? If so, it's not possible right now. I wish it could be optional, though. A way to arbitrarily resize the window and handle size changes via a callback function called love.resize(...
- Thu Jun 28, 2012 4:53 am
- Forum: Support and Development
- Topic: Using setStencil with a concave poly
- Replies: 1
- Views: 929
Using setStencil with a concave poly
I'm trying to draw a textured concave polygon. My existing method uses setStencil, and writing to a canvas. I've attached my code, that uses some static points for polygon vertices, and draws white dots on the screen where they should be. It seems that setStencil doesn't work with concave polygons a...
- Wed Jun 27, 2012 3:27 am
- Forum: Support and Development
- Topic: Complex Collision Detection Without Physics
- Replies: 3
- Views: 3893
Re: Complex Collision Detection Without Physics
I have level terrain that consists of arbitrary polygons. I wanted to subclass one of the 3 (or more?) Polygon shapes in HC (I don't know which is best to subclass). I tried using composition rather than inheritance (my Poly has a reference to a shape), but I end up duplicating vertices, positions, ...
- Wed Jun 27, 2012 2:37 am
- Forum: Support and Development
- Topic: Complex Collision Detection Without Physics
- Replies: 3
- Views: 3893
Complex Collision Detection Without Physics
This might be a stupid question, but I'd really like to get some stuff clarified. I'm trying to do collision detection for complex shapes (convex and concave polygons), but I don't care about real-world physics. I just want to know when bodies are touching, so I can apply my own simplified physics r...
- Sat Jun 23, 2012 1:29 am
- Forum: Support and Development
- Topic: Load lua code dynamically, safely
- Replies: 2
- Views: 1386
Load lua code dynamically, safely
Is it possible to load a Lua file, and execute it in a safe environment where an error would not cause the main Löve instance to crash? For example you have a file behavior.lua , you run your main Löve program, edit behavior.lua, hit a button to reload the file, and see changes in the game. Is this ...
- Wed Jun 20, 2012 4:01 am
- Forum: Support and Development
- Topic: Retina MacBook Pro.... how will Löve be handled?
- Replies: 34
- Views: 29186
Re: Retina MacBook Pro.... how will Löve be handled?
I was wondering about this myself.
I'm thinking more about performance issues, will Löve still have decent frames-per-second with the same number of things on-screen at double the resolution? (with assets that are double resolution too)
I'm thinking more about performance issues, will Löve still have decent frames-per-second with the same number of things on-screen at double the resolution? (with assets that are double resolution too)
- Tue Jun 19, 2012 2:22 am
- Forum: Support and Development
- Topic: Font Aligning Problems
- Replies: 14
- Views: 5865
Re: Font Aligning Problems
Fonts are complex. That "extra space" you see could be the font ascent . See this link: http://en.wikipedia.org/wiki/Typeface#Font_metrics Kikito is right, there is space above letters in most fonts for the ascenders. You used capital letters, but the ascenders typically rise above capita...
- Mon Jun 18, 2012 12:00 am
- Forum: Support and Development
- Topic: making a .love .lua files and such
- Replies: 3
- Views: 1958
Re: making a .love .lua files and such
Rename the .love extension to .zip, then unzip and read the .lua files within.
- Sun Jun 17, 2012 7:34 am
- Forum: Support and Development
- Topic: Benchmark/performance question
- Replies: 3
- Views: 1900
Benchmark/performance question
I have made a (very) simple benchmarking .love project, with 500 bouncing images. I think my game will have many hundreds of sprites in it, so I wanted to check performance before starting. To use the tool: Turn the sets of images on and off with number keys 1-5. Toggle FSAA between 0 and 2 with &qu...