I have a char which moves at (100*dt)pixels per update
this works fine in my laptop, because the dt average is 0.002, but in my desktop I get some conflicts, because the dt is around 0.01, which, multiplied by 100, turns into 1.
How can I solve this without slowing my character down?
Search found 22 matches
- Sun Feb 12, 2012 12:37 am
- Forum: Support and Development
- Topic: framerate/dt problem
- Replies: 10
- Views: 5773
- Tue Jul 26, 2011 9:28 pm
- Forum: Support and Development
- Topic: grid-aligned char movement
- Replies: 4
- Views: 1839
Re: grid-aligned char movement
another question: how to avoid diagonal movement?
- Mon Jul 25, 2011 10:35 pm
- Forum: Support and Development
- Topic: grid-aligned char movement
- Replies: 4
- Views: 1839
grid-aligned char movement
I've created a lot of threads lately, but I need your help once again, lovers, hope it doesn't annoy you :( My question goes a little further than the thread subject, and it's kinda hard to explain exactly what I want with my poor english, but I'll try: To make a grid-aligned char movement (i.e. to ...
- Sun Jul 24, 2011 12:24 am
- Forum: Support and Development
- Topic: problem wirth quad animations
- Replies: 5
- Views: 1451
Re: problem wirth quad animations
It was the filter thing. Problem solved.
- Sat Jul 23, 2011 8:15 pm
- Forum: Support and Development
- Topic: problem wirth quad animations
- Replies: 5
- Views: 1451
problem wirth quad animations
I'm using a quad animation system (made by myself) for my character, but I'm having problems with those gray outlines that keep appearing around the sprite (see attachment), is this a bug or something wrong with my code?
- Fri Jul 22, 2011 1:22 am
- Forum: Support and Development
- Topic: love.physics on a top-down game
- Replies: 1
- Views: 1472
love.physics on a top-down game
I'm currently working on a game with a top-down view perspective (3/4ths to be exact), and I'm considering using love.physics to check collisions and make the objects in the map 'solid' a) is this a good idea? b) the maps are larger the the screen size, do I need to create a world encompassing the w...
- Wed Jul 20, 2011 1:04 am
- Forum: General
- Topic: Idea: Graphical IDE
- Replies: 14
- Views: 6495
Re: Idea: Graphical IDE
wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly? That depends on how you define "being object oriented" and "properly" :) The engine itself is object oriented, in the sense that C++ classes are involved on its creation. The engine language (Lu...
- Tue Jul 19, 2011 7:27 pm
- Forum: General
- Topic: Idea: Graphical IDE
- Replies: 14
- Views: 6495
Re: Idea: Graphical IDE
wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly?
- Mon Jul 18, 2011 9:29 pm
- Forum: General
- Topic: professional results?
- Replies: 32
- Views: 10349
Re: professional results?
an unrelated question: are there any plans to make löve run on mobile platforms like android and iOS?
- Sun Jul 17, 2011 6:05 am
- Forum: General
- Topic: professional results?
- Replies: 32
- Views: 10349
professional results?
I'm thinking about starting a medium-to-large project on the love engine, but all the game examples I've seen around are quick, simple demos and stuff. I have not seen any 'pretentious' project on this platform, but I haven't seen any crippling limitations on the engine itself either, so I thought I...