Search found 1736 matches

by ivan
Mon Oct 04, 2021 8:17 am
Forum: Libraries and Tools
Topic: SUPER STRICT for LUA
Replies: 47
Views: 76098

Re: SUPER STRICT for LUA

Is there a different/better way to invoke sstrict? Should I put it directly into my real main.lua? You don't need to invoke sstsrict in your "main.lua" and you don't even need to use it while running your game. You can create a separate project that scans your game directory and checks/va...
by ivan
Wed Sep 22, 2021 6:47 am
Forum: Support and Development
Topic: online multiplayer platformer
Replies: 2
Views: 2008

Re: online multiplayer platformer

I would recommend starting out with something turn based and deterministic. Peer to peer is probably easier compared to server-based. Start out a coop-based game so that you don't have to worry about cheating.
by ivan
Mon Aug 16, 2021 5:21 am
Forum: Games and Creations
Topic: Polygon outline / offset
Replies: 7
Views: 4154

Re: Polygon offset

I wrote a short tutorial about this a while ago, hopefully you might find it useful:
https://2dengine.com/?p=polygons#Polygon_offsetting
by ivan
Sun Aug 15, 2021 1:58 pm
Forum: Support and Development
Topic: Triangulation as a triangle strip
Replies: 4
Views: 3846

Re: Triangulation as a triangle strip

Hi all! Hello! Is here an easy way to do the triangle strip from polygon? Not sure, but my gut feeling is that no, there is no easy way to do it from ANY polygon. I don't think it's even possible to create a triangle strip for ANY concave polygon either. It could be done with relatively easy math i...
by ivan
Mon Jul 12, 2021 9:19 pm
Forum: Libraries and Tools
Topic: SUPER STRICT for LUA
Replies: 47
Views: 76098

Re: SUPER STRICT for LUA

The easiest way is to declare those before you include sstrict
by ivan
Tue Jul 06, 2021 1:18 pm
Forum: Support and Development
Topic: Box2d questions and Moving box2d objects
Replies: 4
Views: 2731

Re: Box2d questions and Moving box2d objects

If you want the simulation to behave "realistically" then do not change the velocity manually. The math involved in figuring out how to resolve the collision is complicated and depends on friction, restitution, mass and other factors. If you can calculate the resulting forces yourself, the...
by ivan
Sat Jul 03, 2021 11:13 am
Forum: General
Topic: Tips on approaching new project
Replies: 12
Views: 8958

Re: Tips on approaching new project

It's not a dumb idea, but your scope is way too large. I've been making games for a while and I think FTL is a fairly large project for one person. Not impossible but it would take you years. Start with something small like just the combat mechanic and try to build a game around that.
by ivan
Thu Jul 01, 2021 2:39 pm
Forum: Support and Development
Topic: [Solved] What is the lifetime of a Contact?
Replies: 5
Views: 4530

Re: What is the lifetime of a Contact?

No, you can't store your contacts that way because they may be destroyed in the same frame. Try storing just the data you need (collision normal).
by ivan
Fri Jun 25, 2021 5:24 am
Forum: Support and Development
Topic: Collision handling for overlaping fixtures
Replies: 4
Views: 5497

Re: Collision handling for overlaping fixtures

Why do you need a callback between the two fixtures if you want them to act like sensors anyways? One way to do it is using https://love2d.org/wiki/Contact:setEnabled but it doesn't make sense. The proper way is to use collision filtering/masking to ignore the collision between the two dynamic fixtu...
by ivan
Thu May 20, 2021 6:32 am
Forum: Libraries and Tools
Topic: SUPER STRICT for LUA
Replies: 47
Views: 76098

Re: SUPER STRICT for LUA

Hello Jay and thank you for using SUPERSTRICT.
In your case, you have 2 options.
You can either require your lib files BEFORE requiring SUPERSTRICT.
Or you can put the following line at the top of your lib file:

Code: Select all

--!strict