Search found 118 matches

by erasio
Mon Jan 08, 2018 9:07 am
Forum: Support and Development
Topic: Physics : endContact callback triggering too late ?
Replies: 2
Views: 2186

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...
by erasio
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)
by erasio
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: 4028

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 = ... ...
by erasio
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...
by erasio
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...
by erasio
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 ;)
by erasio
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 ...
by erasio
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: 4381

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.
by erasio
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: 4381

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...
by erasio
Sun Dec 10, 2017 9:40 pm
Forum: Support and Development
Topic: tutorial on how to use the love2d particle system
Replies: 4
Views: 9244

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...