Search found 994 matches
- Mon Mar 14, 2016 12:18 am
- Forum: Support and Development
- Topic: Enabling drawing in love.update() - Solved!
- Replies: 3
- Views: 6609
Enabling drawing in love.update() - Solved!
Hi all! In my current project, I'd like to treat rendering as part of the standard game update loop. But since love.run has a love.graphics.clear() between calling love.update and love.draw, anything drawn will be immediately lost. I know I can very easily change this behaviour by moving the offendi...
- Fri Mar 11, 2016 7:37 am
- Forum: Libraries and Tools
- Topic: TLfres - resolution freedom
- Replies: 36
- Views: 59818
Re: TLfres - resolution freedom
This library is very old and not compatible with modern versions of Love2D. I'm going to port it once I can figure out the correct aspect ratio math instead of my old kludge.
- Fri Nov 20, 2015 7:29 am
- Forum: Support and Development
- Topic: [Help] Distorting Map in a circle/Circular Distortion
- Replies: 5
- Views: 3480
Re: [Help] Distorting Map in a circle/Circular Distortion
I've often thought about this subject, especially how to do it while avoiding shaders (seeing as how my Thinkpad X60 Tablet is stuck at OpenGL 1.4) and just had a new idea: Make your game with your desired standard square tilemap. When drawing, consider your planet as nSpokes radial lines from the c...
- Fri Nov 20, 2015 3:45 am
- Forum: Support and Development
- Topic: Continuous Collision Detection
- Replies: 4
- Views: 3347
Re: Continuous Collision Detection
Wouldn't time to collision basically be (mutual approach velocity / distance)?
- Fri Nov 20, 2015 12:34 am
- Forum: Support and Development
- Topic: Continuous Collision Detection
- Replies: 4
- Views: 3347
Re: Continuous Collision Detection
I'm not too experienced with CCD, but have coded physics many times now. My advice would be this: Use your current CCD method. Use it for each star and planet (nice bonus: correct shape!), and also for each ship or station. Set their circle diameter so that the circle covers them entirely. Wait unti...
- Thu Nov 19, 2015 9:34 pm
- Forum: General
- Topic: The Hacksperiment [Community Project]
- Replies: 25
- Views: 9999
Re: The Hacksperiment [Community Project]
The idea is good and I would be very proud if we can establish something that epic [...] I'm not sure if my base structure of the project fit to such an ambitious project. We'll see. I'm still working on it (it needs a lot of polish and testing!), but it IS currently functional (sans the content pa...
- Thu Nov 19, 2015 8:06 pm
- Forum: Support and Development
- Topic: math.clamp?
- Replies: 18
- Views: 31114
Re: math.clamp?
This actually works! :crazy: But edge-cases might exist? function clamp (low, num, high) local s = string local digitLength = s.len( math.floor(high) ) local function c(n, p) return unpack( -- it's not a party without unpack and string.format { s.byte ( -- convert to ASCII code s.format( "%0&qu...
- Thu Nov 19, 2015 5:46 am
- Forum: General
- Topic: The Hacksperiment [Community Project]
- Replies: 25
- Views: 9999
Re: The Hacksperiment [Community Project]
What synchronistic timing! I just started work on an Entity-Component System library for Lua. The grand idea is, since these systems can be so dynamic and independent (as in, no dependencies, no inheritance morass), why not have everything as content packs which can be chosen by the player? If you w...
- Thu Nov 19, 2015 5:38 am
- Forum: General
- Topic: Löve LD34 Group?
- Replies: 10
- Views: 3463
Re: Löve LD34 Group?
I'm interested in participating, but only if it's not MMO.
- Tue Nov 17, 2015 7:29 pm
- Forum: General
- Topic: Abandoned Projects Showcase or Whatever...
- Replies: 4
- Views: 4453
Re: Abandoned Projects Showcase or Whatever...
My more-completed semi-abandoned projects are on the wiki. There were a number of others which I haven't shown, and still-earlier projects, some of which (in descending chronological order): * Relentless , top-down 16-bit shooter/brawler where you play a character who is much more durable and strong...