Search found 85 matches

by juno
Tue Jun 26, 2012 5:59 am
Forum: Support and Development
Topic: Cleanly removing everything?
Replies: 6
Views: 3500

Re: Cleanly removing everything?

The reason that's there is to make my own "air resistance" system of sort. Since in a physics simulation, any two objects of different masses would fall at the same speed, I have an added "gravityPull" that gets created depending on the object's mass so heavier objects fall down...
by juno
Mon Jun 25, 2012 9:42 pm
Forum: Support and Development
Topic: Cleanly removing everything?
Replies: 6
Views: 3500

Re: Cleanly removing everything?

OmarShehata wrote: And all I do to clean memory it set them all to nil.
If you have fixtures which have user data, be sure to first manually dereference each of them by passing nil... setUserData(nil)
see https://love2d.org/wiki/Fixture:setUserData

Then you can set the object render table to nil.
by juno
Mon Jun 18, 2012 7:36 pm
Forum: Support and Development
Topic: Bind picture to body, apply force to body
Replies: 1
Views: 1571

Re: Bind picture to body, apply force to body

Hey. There's a couple of small things preventing this from working. You can create your world like this in 0.8.0.. world = love.physics.newWorld( 0, 400, true ) When you are creating your body, you need to put the dynamic in " "... ie. pass it as a string body = love.physics.newBody( world...
by juno
Fri Jun 15, 2012 2:10 am
Forum: Support and Development
Topic: [SOLVETH] Physics - can't set mass of a body.
Replies: 3
Views: 2259

Re: [SOLVETH] Physics - can't set mass of a body.

The 0.8.0 version messed with with masses of my objects big time... It seems that what ever value you give for the density of the body, Love takes that value and produces a mass value in conjunction with the shape(s) volume. You can manually alter the mass of the body by using body:setMassData() and...
by juno
Thu Jun 14, 2012 10:57 am
Forum: Games and Creations
Topic: Game: Fruitless
Replies: 32
Views: 19687

Re: Game: Fruitless

vernon wrote:how can you float with the apple?
Hey Vernon..
He can float in water while the others sink..
I'll put up another demo when I finish the kitchen design.
Glad you like it :)
by juno
Wed Jun 13, 2012 2:05 am
Forum: Games and Creations
Topic: Octopussy's Revenge
Replies: 26
Views: 13796

Re: Octopussy's Revenge

This game is amazing! Glad to see you got the sine gun working nicely.
Where did you get the music from?
by juno
Wed Jun 13, 2012 1:45 am
Forum: Libraries and Tools
Topic: Falling Sand Game-esque Project
Replies: 5
Views: 4031

Re: Falling Sand Game-esque Project

I've always liked the idea of a game where it has set rules on how things interact and the player is given the tools to create a world and any number of possibilities can come out of it without the player or developer even realizing that something could happen until it does. Slowly shaping somethin...
by juno
Wed Jun 13, 2012 1:24 am
Forum: Support and Development
Topic: Physics: draw all shapes
Replies: 2
Views: 2460

Re: Physics: draw all shapes

i use a method in my base class to draw the polygons of each body in the world..here's what it looks like for _, v in ipairs(self.fixtures) do local tlx,tly,brx,bry = v:getBoundingBox( ) love.graphics.push() love.graphics.setColor(0,255,255,50) love.graphics.rectangle("fill", tlx, tly, brx...
by juno
Tue Jun 12, 2012 10:12 am
Forum: Libraries and Tools
Topic: Falling Sand Game-esque Project
Replies: 5
Views: 4031

Re: Falling Sand Game-esque Project

This is really good. For a minute I thought they were all the same consistency but then the water came and whoa! it flows! nice work.. Snow looks good too
by juno
Sat Jun 09, 2012 12:56 am
Forum: Support and Development
Topic: How would you make an object move along a drawn path ?
Replies: 5
Views: 4065

Re: How would you make an object move along a drawn path ?

If I were to do this, I would use your first solution. Just record the mouse position at each update. Although I cant imagine it being too process heavy, you could always reduce the cost of processing by recording the mouse position after longer periods or distances instead, depending on how accurat...