Search found 223 matches

by dreadkillz
Thu Nov 15, 2012 7:56 pm
Forum: Support and Development
Topic: Help me with some ray-tracing math
Replies: 21
Views: 10949

Re: Help me with some ray-tracing math

I checked again and you are correct that it does fail at larger angles. Your maxX and maxY is incorrect I believe (Why are you adding +1 to each of your x1,y1?): local maxX = ((x + (vx > 0 and 0 or -1)) * cellSize - x1) / vx local maxY = ((y + (vy > 0 and 0 or -1)) * cellSize - y1) / vy EDIT: You st...
by dreadkillz
Thu Nov 15, 2012 5:04 pm
Forum: General
Topic: Correct way to play sounds?
Replies: 17
Views: 8558

Re: Correct way to play sounds?

The way sound is handled isn't very intuitive if you're new. It's not like an image object where you can just draw as many copies of an image as you want. I too share the same sentiment as kikito.
by dreadkillz
Thu Nov 15, 2012 3:35 pm
Forum: Libraries and Tools
Topic: [Snippet] Generic raycasting/line + demo! *1.0*
Replies: 2
Views: 1921

[Snippet] Generic raycasting/line + demo! *1.0*

Here's a code for generic raycasting through a grid. You can modify it anyway you want to fit your need. Hope it helps! And here's the paper it's based on if you want to try it on your own: http://www.cse.yorku.ca/~amana/research/grid.pdf NOTE. Cell (0,0) has its top left corner at (0,0) EDIT: *Remo...
by dreadkillz
Thu Nov 15, 2012 1:16 pm
Forum: Support and Development
Topic: Help me with some ray-tracing math
Replies: 21
Views: 10949

Re: Help me with some ray-tracing math

Hello Kikito. I suspect that it is related to the 0/0 issue that I mentioned earlier (It's horrible I know). As you will notice in your demo, it will hang when the line is nearly horizontal. Do a printout and you will see your maxY becomes a nan value (indeterminate), which causes your loop to go on...
by dreadkillz
Wed Nov 14, 2012 3:25 pm
Forum: Support and Development
Topic: love.graphics.polygon.isInside(x, y)
Replies: 6
Views: 2321

Re: love.graphics.polygon.isInside(x, y)

Why not use hardon collider shapes? It's pretty good.
by dreadkillz
Sat Nov 03, 2012 5:49 am
Forum: Support and Development
Topic: RPG dialog text?
Replies: 1
Views: 1627

Re: RPG dialog text?

Navi message system:

viewtopic.php?f=5&t=9265
by dreadkillz
Mon Oct 29, 2012 9:59 pm
Forum: General
Topic: Space partitionning related questions
Replies: 10
Views: 3336

Re: Space partitionning related questions

Ah yes. I have a case of the commit itis with that repo. There's always a slight bug that I have to fix or code format that I don't like. I need to have better testing standards. It's bug free now though. :shock: Compared to my other repo's, I don't go commit happy cause the other stuff is simple. I...
by dreadkillz
Mon Oct 29, 2012 1:23 pm
Forum: General
Topic: Space partitionning related questions
Replies: 10
Views: 3336

Re: Space partitionning related questions

Hello Roland! Any standard broad phase collision pruning method will work. I recommend spatial hash as its the simplest method to use. If your objects are of wildly different sizes, I recommend spatial hash still (It's that good!). But if you're curious, you can try to implement a sweep and prune (o...
by dreadkillz
Mon Oct 15, 2012 3:06 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1500917

Re: What's everyone working on? (tigsource inspired)

Too many ideas, not enough time.