Thanks, I'll look into that.
I tried moving my body-creating stuff outside of the collision callback (basically, dump it in a list and don't do it until after world:update), and the crashing seems to have stopped. But it would be good to know what is and isn't allowed in collision callbacks.
Search found 994 matches
- Thu Feb 21, 2013 10:09 pm
- Forum: General
- Topic: Box2D, performance, and error(!) questions
- Replies: 3
- Views: 3255
- Thu Feb 21, 2013 6:05 am
- Forum: Games and Creations
- Topic: trAInsported
- Replies: 210
- Views: 117763
Re: trAInsported: Alpha testers needed
I tried it out for the first time. 1) Loading was super-slow. Why make 19 threads generate images at the same time, instead of generating 1 image at a time? 2) The game brings my whole system to a crawl. Unless I minimize the window (to force-pause it), every action on my desktop takes like 30 secon...
- Thu Feb 21, 2013 4:29 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1508908
Re: What's everyone working on? (tigsource inspired)
You can post, it just needs to be approved first. We have such a spam problem, you wouldn't believe... I must have disapproved over 200 posts in the past two days. Sorry if I (or another mod) accidentally nixed one of yours in the process.
- Thu Feb 21, 2013 4:02 am
- Forum: General
- Topic: Table remove
- Replies: 6
- Views: 2756
Re: Table remove
Using a "return" will take you out of whatever function you're in. If you want to exit just the innermost loop, you can use "break". For further reading, check out http://www.lua.org/manual/5.1/manual.html#2.4.4.
- Thu Feb 21, 2013 3:44 am
- Forum: General
- Topic: Table remove
- Replies: 6
- Views: 2756
Re: Table remove
Since you're removing things, I highly recommend iterating backwards so that table.remove won't mess you up. Like so: for i=#table1, 1, -1 do for j=#table2, 1, -1 do -- backwards! if( table1[i].n == table[j].n and table1[i].s == table2[j].s ) then table.remove(table2, j) end end end Otherwise you ma...
- Wed Feb 20, 2013 8:36 am
- Forum: Libraries and Tools
- Topic: TLbind 1.3 - professional controls made easy (now w/ mouse!)
- Replies: 37
- Views: 53292
Re: TLbind - making professional control schemes easy
During my year of being without Internet, I've upgraded TLbind! It features general improvements, a convenience TLbind.giveInstance function for making new control instances, and the main new feature is mouse support. Mouse buttons are handled as digital input and mouse position as an analogue input...
- Wed Feb 20, 2013 5:48 am
- Forum: Support and Development
- Topic: [Solved] How do you use TLfres?
- Replies: 5
- Views: 2999
Re: How do you use TLfres?
No problem, I'm glad I could help. Yes, the correct way (in TLfres) is to leave all your coordinates at wherever they should be for native res. I tried to make it require as little work as possible, and figured that never having to move stuff would be the least work of all. :) Plus, I intended TLfre...
- Wed Feb 20, 2013 3:47 am
- Forum: Support and Development
- Topic: Change Love2D Starter Screen to be more helpful?
- Replies: 3
- Views: 2200
Re: Change Love2D Starter Screen to be more helpful?
Working hyperlinks /may/ be possible, depending on platform, by using os.execute()...
Anyway, I agree. New users may be confused by not being shown a game, or an IDE, or whatever they may have been expecting. It'll save us from having to inform them all here in the forums.
Anyway, I agree. New users may be confused by not being shown a game, or an IDE, or whatever they may have been expecting. It'll save us from having to inform them all here in the forums.
- Wed Feb 20, 2013 2:36 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1508908
Re: What's everyone working on? (tigsource inspired)
Ensayia and I are doing prototypes for a new little game. It's going to be a top-down space shooter ala 'Asteroids', with multiplayer, plus some light asteroid-mining / base-building / ship-crafting mechanics. Graphic style is going to be simple 8-bit , possibly cel-shaded. Controls will be mouse, k...
- Wed Feb 20, 2013 2:03 am
- Forum: General
- Topic: Box2D, performance, and error(!) questions
- Replies: 3
- Views: 3255
Box2D, performance, and error(!) questions
A few random Box2D questions that will assist my current project: 1) What's the fastest type of shape? Circles, right? 2) How can I boost the performance of Box2D? I tried using setFixedRotation on my circles, but that only seemed to give ~1 FPS more. 3) Is there any way to do a world:update() which...