Search found 27 matches

by flashkot
Thu Aug 02, 2012 9:00 pm
Forum: Libraries and Tools
Topic: Bullet and moving circle collision
Replies: 5
Views: 2603

Re: Bullet and moving circle collision

I created this benchmark to test all possible variants of functions. Lessons learned: x*x is faster than x^2 code splitted to several functions is slower than one big function somehow calling length function in love.update() is faster than calculating length with formula. Why? p.s. press space to ch...
by flashkot
Thu Aug 02, 2012 7:52 pm
Forum: Libraries and Tools
Topic: Bullet and moving circle collision
Replies: 5
Views: 2603

Re: Bullet and moving circle collision

I compared your code with mine and I see that this is the same math. Even more I realized what my function collides two moving circles, you just pass sum of radiuses as cr parameter. Then I benchmarked all this three functions with one million collisions checks. My function is little bit faster than...
by flashkot
Thu Aug 02, 2012 4:32 pm
Forum: Support and Development
Topic: Scaled up retro low res graphics issues.
Replies: 10
Views: 5458

Re: Scaled up retro low res graphics issues.

I think drivers will not allow me to set resolution like 480x270.

Also i want allow to run my game windowed.
by flashkot
Thu Aug 02, 2012 4:05 pm
Forum: Support and Development
Topic: Scaled up retro low res graphics issues.
Replies: 10
Views: 5458

Re: Scaled up retro low res graphics issues.

Lafolie wrote:Just run the game at a low resolution and scale it up at runtime
I understand how to make this with Canvas. But what if Canvas is not supported? And if there are several methods to do this, which one is fastes?
by flashkot
Wed Aug 01, 2012 10:10 pm
Forum: Libraries and Tools
Topic: Bullet and moving circle collision
Replies: 5
Views: 2603

Bullet and moving circle collision

I created this just for learning purposes after experimenting with framerate-independent motion -- Check if circle collides with bullet -- -- Input: -- -- bx, by - bullet coordinates at start -- bu, bv - bullet speed -- -- cx, cy - circle coordinates at start -- cu, cv - circle speed -- cr - circle ...
by flashkot
Tue Jul 31, 2012 7:00 pm
Forum: General
Topic: Email validation code using Pattern Matching
Replies: 9
Views: 10571

Re: Email validation code using Pattern Matching

print(string.match(email,'^[%w+%.%-_]+@[%w+%.%-_]+%.%a%a+$')) Good point. It gets closer to what I proposed first. Whatever, this regex will validate strings containing for instance two or more punctuation characters following themselves... Something like Darth..Vader@DeathStar.mil Unfortunately, p...
by flashkot
Mon Jul 30, 2012 9:08 pm
Forum: General
Topic: Email validation code using Pattern Matching
Replies: 9
Views: 10571

Re: Email validation code using Pattern Matching

first: you should know how valid email address looks like second: check Lua docs 5 minutes ago i had known nothing about Lua's pattern matching. Now, after reading this two short texts, what we can do with your email pattern? Lets assume what you will never see monster-addreses like examples on wiki...