Search found 431 matches

by Ulydev
Sun Jan 27, 2019 4:06 pm
Forum: Libraries and Tools
Topic: sync.lua -- high-level api to make writing multiplayer games easier
Replies: 11
Views: 3225

Re: sync.lua -- high-level api to make writing multiplayer games easier

This is a great tool! I just realized you work at Expo, that's really cool! I'm using your toolchain on a daily basis, thanks for your work!
by Ulydev
Fri Jan 25, 2019 12:56 am
Forum: General
Topic: Article on raytracing for beginners
Replies: 0
Views: 546

Article on raytracing for beginners

Hello, dear LÖVE community, I've ran into a really interesting article today that I thought I'd share with you. It guides you through all the steps to implement a basic, but functioning ray tracer. I think it could be very useful/interesting for everyone to read. Here's the article/guide: https://gi...
by Ulydev
Sat Dec 29, 2018 2:35 pm
Forum: General
Topic: difference between ‘local Class = require("Class")’ and ‘require "Class"’?
Replies: 2
Views: 361

Re: difference between ‘local Class = require("Class")’ and ‘require "Class"’?

It all depends on how your module is organized. You could either have a file returning something ( return myLibrary ), in which case you’ll use local myLibrary = require ... or directly injecting into the global scope ( myLibrary = ... ), then require it directly. Indeed, the best practice is to use...
by Ulydev
Fri Sep 21, 2018 6:27 pm
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 163
Views: 48848

Re: ImGui LÖVE module

ArchAngel075 wrote:
Fri Sep 21, 2018 1:35 pm
-
Had the same problem, did the same thing with setting a custom drag payload and checking whether the target area is hovered, it works but doesn't feel as good as using native ImGui's DragDrop* methods.
by Ulydev
Wed Sep 12, 2018 2:53 pm
Forum: General
Topic: How to turn the pages if it does not have turning button?
Replies: 3
Views: 568

Re: How to turn the pages if it does not have turning button?

This is a good question. But it's actually easier than you think. If the pages don't have a turning button, simply lick your finger to make it wet, then gently hold the bottom-right corner of the page between your index and your thumb. Once you have grabbed it, move your hand to the left side and th...
by Ulydev
Wed Sep 12, 2018 2:48 pm
Forum: Support and Development
Topic: is initializing a local variable in mouse move ok?
Replies: 3
Views: 357

Re: is initializing a local variable in mouse move ok?

I don't think this will have any meaningful impact on performance. As for memory usage, Lua's garbage collector will take care of it, so it's fine.
by Ulydev
Mon Sep 10, 2018 1:24 pm
Forum: Support and Development
Topic: mouse_enter signals like godot?
Replies: 10
Views: 1021

Re: mouse_enter signals like godot?

girng wrote:
Mon Sep 10, 2018 9:13 am
...
I've been using love-imgui for the past few months and it's been working fine for me. Have you built the binaries on your computer? What's your OS? (NewFrame() takes no arguments)
by Ulydev
Sun Sep 09, 2018 3:49 pm
Forum: Support and Development
Topic: mouse_enter signals like godot?
Replies: 10
Views: 1021

Re: mouse_enter signals like godot?

girng wrote:
Sat Sep 08, 2018 9:33 pm
the latest imgui doesn't work with love2d,
What makes you say this?
by Ulydev
Sat Sep 08, 2018 12:32 pm
Forum: Support and Development
Topic: mouse_enter signals like godot?
Replies: 10
Views: 1021

Re: mouse_enter signals like godot?

I think you've answered the question yourself.

Here's some pseudo-code that would implement your idea (which is the simplest way to achieve what you want):

Code: Select all

update {
  for each object {
    if object:is_on_screen() and object:is_overlap(mouse) {
      object:mouse_entered()
    }
  }
}
by Ulydev
Fri Aug 24, 2018 12:07 pm
Forum: General
Topic: How do you specify the entry file?
Replies: 8
Views: 1024

Re: How do you specify the entry file?

LÖVE automatically reads a main.lua file at the root, but nothing prevents you from require-ing any other file from there. You could go for an architecture like this: / main.lua lib/ app1/ main.lua app2/ main.lua and then require your libraries from the main.lua of each app. just my 2 cents