Search found 107 matches
- Tue May 10, 2016 10:25 pm
- Forum: Support and Development
- Topic: Dynamic File Loading
- Replies: 6
- Views: 2862
Re: Dynamic File Loading
Lol sorry to add to your frustration Bartbes. Again thanks for the clarification.
- Tue May 10, 2016 9:21 pm
- Forum: Support and Development
- Topic: Dynamic File Loading
- Replies: 6
- Views: 2862
Re: Dynamic File Loading
I see, thanks for the clarification. Sorry about the off topic post.
- Tue May 10, 2016 6:25 pm
- Forum: Support and Development
- Topic: Dynamic File Loading
- Replies: 6
- Views: 2862
Re: Dynamic File Loading
Hey guys, sorry for the noobish question but could someone please explain why you should use dots in the require syntax for me? I keep seeing people say it but no one ever says why it is better. I know for a fact that the require function can take a filepath with slashes as all my code uses it witho...
- Thu Apr 28, 2016 1:32 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 411221
Re: "Questions that don't deserve their own thread" thread
I'll give it a go, you weren't very specific with the problem but I'll tell you the same things I tell most people I'm trying to teach OOP to. --Let's make a class library-- --We first make a table as our base class object.. local class = {} --Then we give it an extension function, this is what you ...
- Wed Apr 27, 2016 11:54 pm
- Forum: Support and Development
- Topic: how do i turn off antialiasing?
- Replies: 5
- Views: 6330
Re: how do i turn off antialiasing?
Think you can set "nearest" as default, love.graphics.setDefaultFilter("nearest", "nearest", 1) in love.load.
- Tue Jan 26, 2016 12:00 pm
- Forum: Support and Development
- Topic: Pixel-shaders and SpriteBatch
- Replies: 7
- Views: 4979
Re: Pixel-shaders and SpriteBatch
I have a problem similar to this, I'm making a space game with procedurally generated planet textures. This worked fine for small maps with each planet having it's own canvas but as I increased the number of stars and planets map loading time went through the roof. I then figured I'd just make some ...
- Fri Jan 15, 2016 9:56 pm
- Forum: Support and Development
- Topic: [Solved] Tutorial, i'm stuck with "for i = ....... do ....."
- Replies: 6
- Views: 2036
Re: Tutorial, i'm stuck with "for i = ....... do ....."
Try switching enemiesController:spawnEnemy(i*70, 30) to enemiesController:spawnEnemy(370, i*30) That should spawn them at x = 370, y = i * 30 which is the far right in a column. The for loop works like this, you give it 2 numbers and it runs the code between that many times with i being set as the v...
- Wed Jan 06, 2016 5:37 pm
- Forum: Support and Development
- Topic: Ambient Particle Systems
- Replies: 2
- Views: 2192
Re: Ambient Particle Systems
There are a few libraries on the forums but I think it's best to write the first one yourself so you know. I learned a lot from http://natureofcode.com/ the first few chapters will show you how to set up a particle system.
- Wed Oct 14, 2015 11:49 am
- Forum: Support and Development
- Topic: Realistic space flight
- Replies: 11
- Views: 4472
Re: Realistic space flight
Hey, you have an acceleration stat. Are you setting it to 0? Basically you can express all travel in 3 vectors: location, velocity and acceleration, every tick add acceleration to velocity then add velocity to location THEN set acceleration to 0 so it doesn't go crazy on you. So your keyboard contro...
- Mon Aug 24, 2015 11:41 am
- Forum: Libraries and Tools
- Topic: Perlin noise planet generator.
- Replies: 6
- Views: 3719
Re: Perlin noise planet generator.
Hey Germanunkol, that shader was exactly what I was looking for. Thank you so much for pointing me to it, had to make a few modifications as I'm going for a top down view but the fisheye lens effect is amazing! I'm currently working on a texture editor for these heightmaps, I'll post it here when I'...