Search found 1270 matches

by ivan
Thu May 24, 2018 4:50 am
Forum: General
Topic: Today's downtime
Replies: 7
Views: 401

Re: Today's downtime

thelinx wrote:
Wed May 23, 2018 8:01 pm
The main harddrive in the server reported a broken sector ...
Wait, you're using a physical server instead of cloud hosting?
by ivan
Tue May 22, 2018 5:33 am
Forum: Support and Development
Topic: Improvements in Collision Resolution System
Replies: 3
Views: 179

Re: Improvements in Collision Resolution System

Partitioning is good, but not always necessary. Let's say you game has dynamic objects (enemies) and static objects (environment). Dynamic objects have to be checked against all other dynamic objects so: nchecks = ndynamic * ((ndynamic - 1)/2) For 100 dynamic objects that's 4950 checks. Static objec...
by ivan
Mon May 21, 2018 4:29 pm
Forum: Support and Development
Topic: Improvements in Collision Resolution System
Replies: 3
Views: 179

Re: Improvements in Collision Resolution System

Hello there. To be honest, this code needs a lot of work if you plan to build a game on top of it. The bad news is that collision detection can get very complicated depending on what you are trying to do. So building a robust and salable system is hard. Checking if two shapes overlap is not enough i...
by ivan
Sun May 20, 2018 2:22 pm
Forum: Support and Development
Topic: get set vs properties, whether they are a good idea
Replies: 9
Views: 314

Re: get set vs properties, whether they are a good idea

Yes, like raidho said, you might as well use the Love2D API directly.
by ivan
Sun May 20, 2018 2:11 pm
Forum: Support and Development
Topic: get set vs properties, whether they are a good idea
Replies: 9
Views: 314

Re: get set vs properties, whether they are a good idea

A while ago I worked on another game engine, similar to Love2D and it had "properties" as described above. Although we did it using "tolua" from the backend, it's possible to program something like that using pure Lua. For example, here's a one technique (thanks to grumps) that introduces "x" and "....
by ivan
Sun May 20, 2018 4:58 am
Forum: General
Topic: Status of Multiplayer Mobile Networking
Replies: 19
Views: 603

Re: Status of Multiplayer Mobile Networking

Thanks for the reply. That's helpful information. No it's not, when it gets misinterpreted. Sure, enet and luasocket are cross platform. However, you are still going to need some sort of authentication - which is usually handled through Andoid/iOS (I don't think you can interface with these from Lu...
by ivan
Sat May 19, 2018 6:35 pm
Forum: General
Topic: Status of Multiplayer Mobile Networking
Replies: 19
Views: 603

Re: Status of Multiplayer Mobile Networking

Welcome aboard. As far as I know, networking is typically done using third party modules: luasocket and enet. Move or Die is a Steam game with multiplayer support, not sure if it's available on mobile devices, but it should be possible in theory. For mobile, you'll probably need some sort of integra...
by ivan
Sat May 19, 2018 1:01 pm
Forum: General
Topic: tilemap vs decimal coordinates
Replies: 2
Views: 156

Re: tilemap vs decimal coordinates

I have a feeling that you are overthinking the problem. The simplest way to handle tilemap collisions, is to round the position to tilemap coords: tx,ty = math.floor(x/tileWidth), math.floor(y/tileHeight) So you don't need to use AABB checks at all, just check if the tile coords are not blocked. In ...
by ivan
Fri May 18, 2018 12:27 pm
Forum: Support and Development
Topic: get set vs properties, whether they are a good idea
Replies: 9
Views: 314

Re: get set vs properties, whether they are a good idea

What do you mean by löve not using properities? I think he means things like: src = love.audio.newSource("bang.wav", "static") src.volume = 0.5 It's just syntactic sugar and would probably be slightly slower than using functions. Note that the default Lua modules (string, math, etc) do not use "pro...
by ivan
Thu May 17, 2018 5:54 am
Forum: General
Topic: LÖVE 11.1 released!
Replies: 24
Views: 4803

Re: LÖVE 11.1 released!

Hey, I have a question/suggestion about one of the features in 11.X
"Added formal deprecation warnings, on by default for non-fused games."
Any way to print custom text using these warnings?
Perhaps something like "love.warn(sz)"
That could be handy for debugging, especially on mobile platforms. :)