Search found 215 matches
- Mon Feb 02, 2009 2:27 pm
- Forum: General
- Topic: Box2D Note
- Replies: 18
- Views: 13350
Re: Box2D Note
Thanks for noting that, osuf. But why do you need shapes that are (much) less than a pixel wide? In camera, http://love2d.org/forum/viewtopic.php?f=5&t=419 , I create bodies that are of normal size, such as 2 meter humans instead of 40 pixels = 40 metres, to avoid the problem of making too larg...
- Mon Feb 02, 2009 2:12 pm
- Forum: Libraries and Tools
- Topic: CAMERA: scrolling and scaling
- Replies: 50
- Views: 40837
Re: CAMERA: scrolling and scaling
Hi. I'm new to Lua and Love (but not to programming) and I'm interested in doing some smooth-scrolling console-ish RPGs. It seems like Camera would be useful in this endeavor, but I'm wondering if you have some insight as to whether Camera could actually be used to produce the smooth-scrolling tile...
- Mon Feb 02, 2009 2:05 pm
- Forum: Libraries and Tools
- Topic: CAMERA: scrolling and scaling
- Replies: 50
- Views: 40837
Re: CAMERA: scrolling and scaling
Nice code, I'm sure it will come in useful. Thanks However the second demo boxlimber.love crashes under love 0.5.0 on os x On linux as well. It seems that Box2d shapes cannot be made smaller than 0.08. I have posted comments about this here: http://love2d.org/forum/viewtopic.php?f=3&t=223&p...
- Mon Feb 02, 2009 1:45 pm
- Forum: General
- Topic: Box2D Note
- Replies: 18
- Views: 13350
Re: Box2D Note
There seems to be limitation in the lower size of shapes as well. The following crashes on fedora core 9 and supposedly also on OSX. On windows, it does not crash but issues are visible with small shapes, like objects that get stuck in each other. In my experiences, the smallest unit of visible shap...
- Mon Feb 02, 2009 1:23 pm
- Forum: General
- Topic: Rotate / scale / move entire screen?
- Replies: 3
- Views: 5781
Re: Rotate / scale / move entire screen?
It looks to me like LOVE does not have functions to rotate, move or scale the window as a whole. These would be useful features. Moving the viewport is useful for creating scrolling games. Rotating and scaling are not as important, but are useful for some games and for special effects. All three sh...
- Mon Feb 02, 2009 1:21 pm
- Forum: Libraries and Tools
- Topic: CAMERA: scrolling and scaling
- Replies: 50
- Views: 40837
Re: CAMERA: scrolling and scaling
I have moved CAMERA to the LÖVE wiki. I encourage everyone to add features and change the system as they see fit for the community's best. Changes to how things are drawn is a rather central concept, I believe, and would be a central concept even if all of the features currently provided by CAMERA w...
- Sun Feb 01, 2009 4:40 pm
- Forum: Libraries and Tools
- Topic: CAMERA: scrolling and scaling
- Replies: 50
- Views: 40837
Re: CAMERA: scrolling and scaling
A simpler CAMERA demo - can you climb the boxes?
- Sun Feb 01, 2009 10:13 am
- Forum: Libraries and Tools
- Topic: CAMERA: scrolling and scaling
- Replies: 50
- Views: 40837
Re: CAMERA: scrolling and scaling
Version 2 posted. Demo updated. Version 2, Feb 2, 2009 - Overloaded draw.graphics.draw tests for errors and skips angle/sx/sy if an error occurred. - love.graphics.draw now accepts particle systems as well, there's no need to use love.graphics.drawParticleSystem. However, the latter is preferable an...
Re: API Wars
Ok, looks like top-left so far. it will invalidate all previous-written games Oh, hohohohoh. All games will be invalidated anyway. The next codename should be Chicxulub , because when I'm done with this version, all that's left of the API is an impact crater. The users that never use LÖVE again due...
- Sun Feb 01, 2009 5:58 am
- Forum: General
- Topic: good seeding for math.random
- Replies: 21
- Views: 13362
Re: good seeding for math.random
I haven't examined the behavior in depth, but in my lander game and some other prototypes I've made, even just calling randomseed once in init can produce undesirable 'random' numbers. I first noticed when I increased the size of my starfield and had loads of stars with the same speeds. Presently, ...