Search found 45 matches
- 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:
- 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
* A numerical for has the form "for var=start, stop[,step] do ... end", but you probably already knew that
- 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"
- 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 ...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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 ...