Search found 68 matches
- Mon Jan 23, 2012 11:06 pm
- Forum: General
- Topic: Tile map drawing for performance and convenience
- Replies: 12
- Views: 4696
Tile map drawing for performance and convenience
Say I have a tile map I want to draw. What do you think of these options? A) Draw entire map to a SpriteBatch or Framebuffer/Canvas, then just draw the batch/buffer/canvas in love.draw. Cuts down on the number of Lua calls. Renders a lot of stuff off-screen though, and makes drawing animated tiles h...
- Tue Jan 17, 2012 10:32 pm
- Forum: Support and Development
- Topic: Still getting random values after setting constant seed
- Replies: 15
- Views: 5510
Re: Still getting random values after setting constant seed
There are a lot of cases where you want to be able to keep the seed to reproduce the same results. If your algorithm is doing something weird then you could test the odd case over and over using the same seed. If the player is able to control the seed then they can share interesting ones with each ...
- Mon Jan 16, 2012 9:44 pm
- Forum: Support and Development
- Topic: Still getting random values after setting constant seed
- Replies: 15
- Views: 5510
Re: Still getting random values after setting constant seed
However if we close the generator and reopen again I at least get the same room configuration that in the last run. And strangely not the colors. That. Sorry about not mentioning it earlier. Though I'd also think that when I make the generator create new dungeons I should get the same sequence of d...
- Mon Jan 16, 2012 12:45 am
- Forum: Support and Development
- Topic: Still getting random values after setting constant seed
- Replies: 15
- Views: 5510
Re: Still getting random values after setting constant seed
random.lua just has a couple of helper functions (that both use math.random) so it shouldn't have an effect. And the dungeon is generated after the seed is set.
- Mon Jan 16, 2012 12:00 am
- Forum: Support and Development
- Topic: Still getting random values after setting constant seed
- Replies: 15
- Views: 5510
Still getting random values after setting constant seed
I'm working on another dungeon generator, so I'm working with random numbers a lot. To work out a bug I want to set a constant seed so that I get the same dungeon every time I run my game, which I've done with math.randomseed inside love.load . However, I'm still getting randomized results. Specific...
- Sat Jan 14, 2012 10:18 pm
- Forum: General
- Topic: OSX builds?
- Replies: 16
- Views: 7123
Re: OSX builds?
I just downloaded this and tried to run it, without running a game with it, and got a crash. Is this a bug or was the default demo just removed? Process: love [1024] Path: /Users/aaronjm/Desktop/love.app/Contents/MacOS/love Identifier: org.love2d.love Version: ??? (???) Code Type: X86-64 (Native) Pa...
- Sun Nov 06, 2011 7:46 pm
- Forum: Libraries and Tools
- Topic: Dungeon Generator
- Replies: 7
- Views: 5282
Re: Dungeon Generator
Taking a cue from coffee, there's now a chance for rooms to be joined with other rooms to make bigger rooms.
- Sun Nov 06, 2011 3:20 pm
- Forum: Libraries and Tools
- Topic: Dungeon Generator
- Replies: 7
- Views: 5282
Dungeon Generator
Version 2
I've been playing with Löve for a few days and came up with this dungeon generator. Press space to get a new dungeon.
White parts are floors and grey parts are walls, of course. The blue parts are bottomless chasms.
I've been playing with Löve for a few days and came up with this dungeon generator. Press space to get a new dungeon.
White parts are floors and grey parts are walls, of course. The blue parts are bottomless chasms.