Search found 45 matches

by Elvashi
Mon Jun 14, 2010 1:08 am
Forum: Support and Development
Topic: LuaJIT
Replies: 25
Views: 9162

Re: LuaJIT

Its not a lib? Then what is it? Surely it could be supported as an alternate, used only on platforms that support it? :confuzzled:
by Elvashi
Mon Jun 14, 2010 1:06 am
Forum: Support and Development
Topic: Isometric grids (Coordinate transform problem)
Replies: 11
Views: 4746

Re: Isometric grids

If you know how large the world is, you can just use a numerical for*. You would, ofcause, then have to alter your code to deal with possible nil tiles then.

* A numerical for has the form "for var=start, stop[,step] do ... end", but you probably already knew that
by Elvashi
Mon Jun 14, 2010 1:01 am
Forum: General
Topic: Helper/Utility Function Collection
Replies: 10
Views: 4960

Re: Helper/Utility Function Collection

This reminds me, didn't there used to be a snippets archive or something? we should probably revive that. maybe even package a "helpful.love" :)
by Elvashi
Sat Jun 12, 2010 9:05 am
Forum: Support and Development
Topic: HELP ME!!!!!
Replies: 5
Views: 2082

Re: HELP ME!!!!!

The "Holy Trinity" of functions is love.load() , love.update(dt) , and love.draw() . There's no such callback as love.main() :) Which of cause means that your love.main() is never actually invoked, and thus does nothing. Try the following: -- called once when love starts up, use it to set ...
by Elvashi
Sat Jun 12, 2010 5:21 am
Forum: Games and Creations
Topic: Multiplayer Component Based Space Combat
Replies: 12
Views: 9675

Re: Multiplayer Component Based Space Combat

I'm not seeing how this is relevant. I didn't really make myself very clear. The point is either is that its either a slow projectile, in which case theres no way to be certain what it hits, so a educated guess is the best you can hope for (ie, don't try too hard. Just make the simplest, most obvio...
by Elvashi
Sat Jun 12, 2010 4:49 am
Forum: Games and Creations
Topic: Multiplayer Component Based Space Combat
Replies: 12
Views: 9675

Re: Multiplayer Component Based Space Combat

Weapon Checks- Here's the tricky part 0. If it's time to find a new target... 1. Loop through all shapes throwing out shapes that are too far away. Create a bounding <shape> for each ship, and test whether each bounding <shape> can see/is in range of the other's bounding <shape>, if they can't, the...
by Elvashi
Fri Jun 11, 2010 8:28 pm
Forum: Support and Development
Topic: Getting number of lines of printf
Replies: 15
Views: 4398

Re: Getting number of lines of printf

I'm fairly certain I have FRed it in the past, and monoscape is not a solution, at best its a hack*. Font objects have getWidth(string) , which can be used to get the length of a string, it seems safe to assume that love is using the basic "wrap when too long" method, which should be easy ...
by Elvashi
Fri Jun 11, 2010 1:41 am
Forum: Support and Development
Topic: uLove Proposal
Replies: 23
Views: 10629

Re: uLove Proposal

I'm not sure including this inside LÖVE (separating with #defines etc) is a good idea. I suggest considering making a separate project. Obviously, no one wants Love2d to become a quagmire of macros and defines, but at the same time the more porting/uLove-related changes make it into main, the more ...
by Elvashi
Thu Jun 10, 2010 11:37 pm
Forum: General
Topic: Shaders and FBOs
Replies: 53
Views: 20375

Re: Shaders and FBOs

I thought HLSL only matters if you use Direct3D? since we are using OpenGL on all platforms, doesn't that make GLSL our lingua franca? (Speaking of lingua fracas and shading languages, wasn't there a (proposed?) SL supported by both OGL and DX, for precisely this reason?) Regardless, considering tha...
by Elvashi
Wed Jun 09, 2010 11:47 pm
Forum: Support and Development
Topic: OpenGL texture format
Replies: 1
Views: 2284

Re: OpenGL texture format

The idea has potential, though I personally wouldn't endorse this particular implementation (not that I'm in a position to endorse anything...) . Perhaps as an extra optional param to love.graphics.newImage(..) ? or maybe Image:setPixelFormat(fmt) ? I'm also concerned about exposing too much of the ...