Search found 1335 matches

by pgimeno
Wed Nov 14, 2018 3:04 pm
Forum: Support and Development
Topic: Love2D in 3D?
Replies: 1
Views: 15

Re: Love2D in 3D?

Love3D was not really a 3D library, it was mostly OpenGL FFI bindings that enabled activation of two features that are necessary or useful for 3D, namely depth buffers and backface culling. Both of these features are now LÖVE functions, making Love3D obsolete. IQM is not obsolete, it's still current...
by pgimeno
Wed Nov 14, 2018 2:49 pm
Forum: General
Topic: An inverted Collision boxes (for 2.5D like stages)
Replies: 1
Views: 82

Re: An inverted Collision boxes (for 2.5D like stages)

My idea is to leave only walkable areas polygons. All the rest space is an obstacle. I can see why they have polygons for obstacles too. If you have, say, a column in the middle of a rectangular walkable area, in order to turn that column into an obstacle you have to subdivide the walkable area int...
by pgimeno
Wed Nov 14, 2018 11:11 am
Forum: General
Topic: Socialise with LÖVE!
Replies: 81
Views: 59814

Re: Socialise with LÖVE!

And there's a bridge to IRC. I wonder why elbrunzy said it's abandoned. I sometimes ask questions there.
by pgimeno
Tue Nov 13, 2018 12:30 am
Forum: Support and Development
Topic: Help with sorting algorithm
Replies: 4
Views: 128

Re: Help with sorting algorithm

Well, I'd start from the roof :nyu: That is, start by determining the final position of each character, e.g. when you have two and you're going to make a 3rd one enter the scene, first determine the final positions of all three. This is easy if all of them are the same size, but it gets a bit compli...
by pgimeno
Mon Nov 12, 2018 6:28 pm
Forum: Support and Development
Topic: Implementing bouncing with HC
Replies: 2
Views: 91

Re: Implementing bouncing with HC

The separating vector is not the bounce direction. It's more like the collision normal, but keep in mind it's not a unit vector.

Try with this: http://mathworld.wolfram.com/Reflection.html
by pgimeno
Sun Nov 11, 2018 10:36 pm
Forum: Libraries and Tools
Topic: amour - a basic scene graph library
Replies: 7
Views: 630

Re: amour - a basic scene graph library

I guess I'm very imperative in my programming style :) Keeping the scene as a tree sounds like an unnecessary complication to me. It doesn't seem usual to need to transform elements as a block, anyway, and I can do it manually if needed. Tracking what each node means, or finding the node you need to...
by pgimeno
Sun Nov 11, 2018 1:15 am
Forum: Support and Development
Topic: Bounding Box not working
Replies: 5
Views: 279

Re: Bounding Box not working

It seems to work pretty well, nice work!
by pgimeno
Sat Nov 10, 2018 9:02 pm
Forum: Support and Development
Topic: Building Love2d on Ubuntu Touch
Replies: 6
Views: 161

Re: Building Love2d on Ubuntu Touch

Hmmm... Well, I have no idea what that container is, but anyway, first thing to check is whether you have the corresponding .a files. If so, maybe LÖVE doesn't attempt to add those statically even if asked to. It certainly has linked liblove statically. Note though that some of the libraries you int...
by pgimeno
Sat Nov 10, 2018 11:25 am
Forum: Support and Development
Topic: Building Love2d on Ubuntu Touch
Replies: 6
Views: 161

Re: Building Love2d on Ubuntu Touch

'diff -r blahblah' is not a command you need to run, it's a patch. Patches can be applied by hand or with the 'patch' command. In this case, I recommend to use the quick and dirty method and to apply it by hand, because 'patch' would require even more explanations. These two lines: - \$(vorbisfile_L...
by pgimeno
Sat Nov 10, 2018 11:16 am
Forum: Support and Development
Topic: Bounding Box not working
Replies: 5
Views: 279

Re: Bounding Box not working

Well, if the bounding box of your player has its top left corner at x and y, and a width and height of w and h, you can determine the tile where each corner is, as follows: local top_left_tile_x = math.floor(x / tile_size) local top_left_tile_y = math.floor(y / tile_size) local bottom_right_tile_x =...