Search found 243 matches

by Tjakka5
Wed Oct 22, 2014 6:46 pm
Forum: Support and Development
Topic: Collision detection performance
Replies: 4
Views: 2880

Re: Collision detection performance

Hubo is currently writing a blog about how to make a physics engine, which of course covers collision detection and handling. Link: http://hugobdesigner.blogspot.com.br/2014/10/making-simple-2d-physics-engine.html For performane it's best to try and optimize the collision detection as much as possib...
by Tjakka5
Sun Oct 19, 2014 7:06 pm
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 25010

Re: Capped frame limit for no reason *sigh*

Personally, I prefer more fps over a capped fps. Just seems a bit smoother to me.

And to answer the question, I get 125fps as well.
by Tjakka5
Thu Oct 16, 2014 10:14 am
Forum: Libraries and Tools
Topic: [Tutorials] Making a simple 2D physics engine
Replies: 33
Views: 28539

Re: [Tutorials] Making a simple 2D physics engine

EDIT: Nevermind, got it fixed

Great code, works like a charm. Really want to make a game with this now :3
by Tjakka5
Wed Oct 01, 2014 2:23 pm
Forum: Support and Development
Topic: Game stuttering on Windows only
Replies: 10
Views: 5665

Re: Game stuttering on Windows only

Im on Windows 8.1 right now, and I can say that for me the game is running fine at 310 fps.
Specs:
I5-4210, quad core, 2.4 ghz.
8gb ddr3 ram.
GeForce 840M.
by Tjakka5
Wed Oct 01, 2014 10:10 am
Forum: Games and Creations
Topic: Gravity Balls!
Replies: 7
Views: 3399

Re: Gravity Balls!

I recoded some stuff, made things neater, removed the player completely (Because it was basically a "ball" with no gravity) and added 3 cool things. 1. Ooooh snap, collision detection and resolving... somewhat. It's very basic, and not good, and it even has a bug which is now a feature, an...
by Tjakka5
Wed Oct 01, 2014 7:45 am
Forum: Games and Creations
Topic: Gravity Balls!
Replies: 7
Views: 3399

Re: Gravity Balls!

HugoBDesigner wrote:Nice little concept! I also made something similar a while ago (you can still find it HERE), but yours seems a lot more "professional" than mine (mine was just a random doodle, but still).
Am I the ONLY one who thought it was a pun about Gravity Falls?
Actually, that is correct! xD
by Tjakka5
Tue Sep 30, 2014 2:19 pm
Forum: Games and Creations
Topic: Gravity Balls!
Replies: 7
Views: 3399

Re: Gravity Balls!

I might later, if I get some more things done like, cleaner code, camera module, and a stable orbit :p Example of "bad" code: function planet.update(dt) for i, v in ipairs(planetMap) do local dist = math.sqrt((v.xPos - player.xPos)^2 + (v.yPos - player.yPos)^2) if dist <= v.inf + 4 then v....
by Tjakka5
Tue Sep 30, 2014 1:04 pm
Forum: Games and Creations
Topic: Gravity Balls!
Replies: 7
Views: 3399

Gravity Balls!

by Tjakka5
Thu Aug 28, 2014 10:52 am
Forum: General
Topic: Tile based collision detection woes
Replies: 1
Views: 2619

Re: Tile based collision detection woes

I'd say you should expand the collision detection area around the player by one pixel on every side.
That might fix it.
by Tjakka5
Thu Jul 31, 2014 7:37 pm
Forum: Support and Development
Topic: Best way to do smart rendering?
Replies: 3
Views: 1844

Re: Best way to do smart rendering?

The current way Im checking and drawing a block is like this: function dirt.draw() for i, v in ipairs(dirt) do if camera.checkBounds((v.xPos), (v.yPos)) then love.graphics.draw(dirt.img, camera.translatex(v.xPos), camera.translatey(v.yPos)) end end end Basically, each type of block has a table in it...