Search found 90 matches

by timmeh42
Thu Nov 10, 2016 9:48 pm
Forum: Support and Development
Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
Replies: 7
Views: 1719

Re: Love.physics / box2d Weld Joint Failures after collision

You're right, that does make sense, and I suppose if the joint force is simply based on distance then the behaviour between using distance vs force should be the same.

Why the residual forces exist in the first place doesn't matter anymore to me then, so thank you.
by timmeh42
Thu Nov 10, 2016 8:23 pm
Forum: Support and Development
Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
Replies: 7
Views: 1719

Re: Love.physics / box2d Weld Joint Failures after collision

Ah, sorry i didn't catch that at first. Problem is I want my structure to be rigid, so any measurable distance would already be well past the breaking point. Effectively like the example given here: https://gamedevelopment.tutsplus.com/tutorials/using-torque-and-thrusters-to-move-and-rotate-a-player...
by timmeh42
Thu Nov 10, 2016 2:04 pm
Forum: Support and Development
Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
Replies: 7
Views: 1719

Re: Love.physics / box2d Weld Joint Failures after collision

Even with restitution (angular and linear) which should stop all motion after a while, the forces still grow or stay constant instead of decreasing. I've tried using distance joints, but they are too loose (and dont collide properly for some reason), and rope joints are both too loose (at least in a...
by timmeh42
Thu Nov 10, 2016 12:31 pm
Forum: Support and Development
Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
Replies: 7
Views: 1719

[Solved] Love.physics / box2d Weld Joint Failures after collision

The basics: • I have a truss/beam thing of physics square bodies connected by weld joints. • If the forces in a weljoint become too large, that weld joint is destroyed. • This produces a fairly destructible object. However, once a weld breaks from a collision, 'residual' forces seem to stay in the o...
by timmeh42
Sat May 09, 2015 8:47 pm
Forum: General
Topic: LÖVE 0.9.2 Released
Replies: 59
Views: 51495

Re: LÖVE 0.9.2 Released

I'm a bit late to the party, but on the topic of message boxes I've found another potential bug (Windows 7): The love.window.showMessageBox seems to cut off the last character in a string in the 'message' field. However, when using a 1 or 0 integer variable in the 'message' field, it shows that sing...
by timmeh42
Sun Oct 20, 2013 2:49 pm
Forum: Support and Development
Topic: Can anyone explain how examples.love works?
Replies: 2
Views: 726

Re: Can anyone explain how examples.love works?

Ah, thank you for that - much easier for me to unravel it all now.
by timmeh42
Sat Oct 19, 2013 7:08 pm
Forum: Support and Development
Topic: Can anyone explain how examples.love works?
Replies: 2
Views: 726

Can anyone explain how examples.love works?

(Apologies for the hideous title, I have no idea how to explain it concisely) In the Love wiki tutorials section ([wiki]Category:Tutorials[/wiki]) there is a .love file of a large number of example .loves combined into one (bottom of the list), with a main window giving the user the option to choose...
by timmeh42
Wed Sep 04, 2013 3:26 pm
Forum: General
Topic: "Fair" random number generator
Replies: 10
Views: 3156

Re: "Fair" random number generator

It might be interesting to read how Dota 2 implements Pseudo-Random Distribution - as a game with a massive playerbase, it has to strive to make random events as "fair" as possible or suffer the consequences of a large amount of moaning and whining (and less fun-having).
by timmeh42
Tue May 07, 2013 8:41 pm
Forum: Libraries and Tools
Topic: Lighting Dynamics Demo
Replies: 30
Views: 7793

Re: Lighting Dynamics Demo

T-Bone wrote:row-les
I don't even what is that.

Ontopic, this would also increase the speed dramatically - depending on the size of your squares, 2x2 squares would be a 4 times increase - compared to per-pixel.
by timmeh42
Mon Apr 15, 2013 2:52 pm
Forum: Games and Creations
Topic: Sound Stealth
Replies: 5
Views: 1910

Re: Sound Stealth

To make it slightly easier (and realistic) you could add a hot/cold type of feature, that with a fading sqaure or something shows what your character can hear, but not in which direction - so if the square gets brighter, you know something is getting closer, which can give you more of a warning.