Search found 107 matches
- Fri Aug 14, 2015 5:06 pm
- Forum: Libraries and Tools
- Topic: Perlin noise planet generator.
- Replies: 6
- Views: 3737
Re: Perlin noise planet generator.
That sir is genius! I'll do that as soon as I get home. Thanks.
- Fri Aug 14, 2015 4:05 pm
- Forum: Libraries and Tools
- Topic: Perlin noise planet generator.
- Replies: 6
- Views: 3737
Re: Perlin noise planet generator.
Thanks for the input, I know it's a bit ram intensive at the minute. How would I use the modulus operator transform? I'm not sure what you mean.
- Fri Aug 14, 2015 2:51 pm
- Forum: Libraries and Tools
- Topic: Perlin noise planet generator.
- Replies: 6
- Views: 3737
Perlin noise planet generator.
Here's a little library I wrote yesterday to make 2d Perlin noise, I'm using it to make procedurally generated planets for a space game I'm making. I thought others might find it useful. You can pass the draw function a texture table to set the colours drawn so planet types can all be different colo...
- Wed Jul 22, 2015 10:28 am
- Forum: Support and Development
- Topic: How do I tell when the window is maximized?
- Replies: 6
- Views: 2407
Re: How do I tell when the window is maximized?
The callback is love.resize(w, h), you get passed w and h which are the new size of the window.
- Fri May 29, 2015 1:33 pm
- Forum: Support and Development
- Topic: [SOLVED] Problem switching Canvas
- Replies: 2
- Views: 1118
Re: Problem switching Canvas
Well spotted sir!
also I agree, a table is better.
also I agree, a table is better.
- Fri May 29, 2015 11:22 am
- Forum: Support and Development
- Topic: [SOLVED] Problem switching Canvas
- Replies: 2
- Views: 1118
[SOLVED] Problem switching Canvas
Hey all, I'm currently rewriting my UI library and have hit a bit of a snag. I'm making self contained window objects that [should] handle their own rendering to a canvas stored in the object, so each window has a function win:draw() which should render the window and any other objects in the window...
- Wed Jan 14, 2015 10:50 am
- Forum: Support and Development
- Topic: Cannot load more the one class object
- Replies: 16
- Views: 10702
Re: Cannot load more the one class object
I think Foxcraft has it right, from what I've seen badie:init() is not a constructor. try a new function called badie:new() function baddie:new(x, y) local newBad = {} setmetatable(newBad, self) self.__index = self self:init(x, y) return newBad end Then call it as b = baddie:new(math.random(whatever...
- Sun Dec 14, 2014 2:01 pm
- Forum: Support and Development
- Topic: [SOLVED] Objects within objects. Help needed.
- Replies: 15
- Views: 10875
Re: [SOLVED] Objects within objects. Help needed.
I know what you mean about adding bells and whistles that don't really need to be added, I just spent the best part of a week for no real visible difference to how the game looks to the player! I do have a design brief so to speak but I have focused a lot of time early on making this as easily modda...
- Sun Dec 14, 2014 4:21 am
- Forum: Support and Development
- Topic: [SOLVED] Objects within objects. Help needed.
- Replies: 15
- Views: 10875
Re: [SOLVED] Objects within objects. Help needed.
Finally figured it out! :awesome: I needed to put the new equipment slot assignment inside the constructor to get a unique copy each time. They all got unique names because I had put the name generation in there but the AI was being overwritten each time it was called because I declared the new slot...
- Fri Dec 12, 2014 6:30 pm
- Forum: Support and Development
- Topic: [SOLVED] Objects within objects. Help needed.
- Replies: 15
- Views: 10875
Re: Objects within objects. Help needed.
Yes, I put a random name from my random name generator on each instance of equipment as it was called then after the equipment was "insatlled" I got the ship/station to print the names into their log. Each was unique.