My own action adventure engine

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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

I've removed the map transition crashes by doing it manually instead of using the physics engine.

I've also separated the collision bodies used for actor-terrain collision and actor-actor collision. Tell me how it feels, guys.
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SpaceNinja.love
Now with 5% less crashing
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TechnoCat
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Re: My own action adventure engine

Post by TechnoCat »

Animations are still super sped up for me.

animation.lua:19

Code: Select all

    anim.time = anim.time - 1
You're missing dt.
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

TechnoCat wrote:You're missing dt.
On purpose.

Code: Select all

local FPS = 60
local SECONDS_PER_FRAME = 1 / FPS

local accumulatedTime

...

function love.load()
    accumulatedTime = 0

    ...
end

local function doUpdate()
    ...
end

function love.update(dt)
    accumulatedTime = accumulatedTime + dt
    while accumulatedTime >= SECONDS_PER_FRAME
    do
        if not isPaused then
            doUpdate()
        end
        accumulatedTime = accumulatedTime - SECONDS_PER_FRAME
    end
end
Though now that I think about it, I'm updating the animation frame inside the draw function instead of the update function, which might be causing your animations to be too fast. I'm working on an update now.
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TechnoCat
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Re: My own action adventure engine

Post by TechnoCat »

Why are so many people lately trying to bypass dt?
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bartbes
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Re: My own action adventure engine

Post by bartbes »

Because we don't hit them enough. These unguided projectiles need re-education! :P
Seriously though, don't try not to use dt, just use it, it's not like it's hard.
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tentus
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Re: My own action adventure engine

Post by tentus »

TechnoCat wrote:Why are so many people lately trying to bypass dt?
Because it's not that well explained on the wiki. If you search for dt in the wiki the results are kind of a mess. It's first explained in the Hamster Ball tutorial, pretty far down the page. We really need a tutorial just for combining dt with animations.
Kurosuke needs beta testers
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

TechnoCat wrote:Why are so many people lately trying to bypass dt?
Because I don't want to put "* dt" beside everything.
And because variable timesteps makes some things like physics numerically unstable. I've posted the link to this article before, though you're going to have to scroll down a bit.

Anyway, I think I've fixed the animation speeds. I know I've fixed a few other things anyway.
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SpaceNinja.love
dt sucks
(150.33 KiB) Downloaded 216 times
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bartbes
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Re: My own action adventure engine

Post by bartbes »

The solution to that physics problem is running physics multiple times in smaller timesteps, not not using dt.
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VideroBoy
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Re: My own action adventure engine

Post by VideroBoy »

Throws up hands
Yeah, well, I'm still not using dt. :x
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Robin
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Re: My own action adventure engine

Post by Robin »

If you don't use dt, people with other machines than yours will hate you. ;)
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