Bmelts arc function is sexy stuff. Used it to represent varying faction strengths on a planet.
Search found 256 matches
- Wed Mar 28, 2012 2:08 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1489145
- Wed Mar 28, 2012 2:04 pm
- Forum: Libraries and Tools
- Topic: Goo: Gui and Animation library.
- Replies: 63
- Views: 59078
Re: Goo: Gui and Animation library.
More descriptive please.legendman3 wrote:This is awesomly relevant to my needs. But for the life of me i can not add a new object with out getting a file not found error.
- Wed Mar 14, 2012 3:45 pm
- Forum: Support and Development
- Topic: Pixel under cursor
- Replies: 6
- Views: 3840
Re: Pixel under cursor
Exactly the clarification I was looking fro vlrd. Thanks.
- Wed Mar 14, 2012 2:59 pm
- Forum: Support and Development
- Topic: Pixel under cursor
- Replies: 6
- Views: 3840
Pixel under cursor
Trying to track all the individual images and which one is on top can be a bit of a pain. We have a way to get the pixel from an ImageData, but not from absolute coordinates of the full display.
Any thoughts on an engine level function love.graphics.getPixel(x,y)? Is this even technically possible?
Any thoughts on an engine level function love.graphics.getPixel(x,y)? Is this even technically possible?
- Sun Feb 26, 2012 9:15 am
- Forum: General
- Topic: LuaDoc for LOVE
- Replies: 3
- Views: 1729
Re: LuaDoc for LOVE
Big problem with LuaDoc and most all the derivatives is that it has a locked in path. For example, if I have my code installed in Love/Project/Code, luaDoc will list this full path in the output files instead of the more relative and logical path. It's really annoying to have to move everything to r...
- Wed Jan 18, 2012 4:23 pm
- Forum: Libraries and Tools
- Topic: LoveAStar: A* Search in Lua/Love
- Replies: 66
- Views: 34251
Re: LoveAStar: A* Search in Lua/Love
I'm always looking for different, improved pathfinding implementations. I'm currently using the following for basic A*Star. ---AStar pathfinding implentation --@author DecoDaMan local ipairs = ipairs local pairs = pairs local table = table local math = math local print = print local unpack = unpack ...
- Wed Jan 04, 2012 7:19 am
- Forum: Games and Creations
- Topic: Space Opera Gravity
- Replies: 50
- Views: 38305
Re: Space Opera Gravity
Basically what I am saying in number 6 is to abandon support for older laptops by using render to texture, but if all you're going to use it for is ship decals you can easily have a menu option that changes between methods. Side note: I kept looking at your screenshots and thinking "Those movin...
- Wed Jan 04, 2012 4:08 am
- Forum: Games and Creations
- Topic: Space Opera Gravity
- Replies: 50
- Views: 38305
Re: Space Opera Gravity
1. Have you ever played Escape Velocity:Nova? If not I highly suggest trying it. 2. I would also recommend focusing on one aspect of the game initially. "Finish" the combat or the strategic aspect. When finished, they should still be somewhat fun on their own. If they aren't and you are ho...
- Wed Nov 16, 2011 9:47 pm
- Forum: Libraries and Tools
- Topic: Debug - A whole new way of debugging your game
- Replies: 106
- Views: 91891
Re: Debug - A whole new way of debugging your game
Signature added days later, so no, we couldn't initially tell. It's never too late to delete spam posts and accounts.
- Tue Nov 15, 2011 11:42 pm
- Forum: Libraries and Tools
- Topic: Voronoi polygons (map generation)
- Replies: 9
- Views: 6227
Re: Voronoi polygons (map generation)
I like the idea a lot but... why did it have to use canvas and framebuffers? Was it required for me to do? No. Was it the laziest and most efficient way from a coding and computational standpoint: Yes it was. Since almost all the hard stuff isn't the actual drawing you can easily mod it to not use ...