Search found 234 matches
- Wed Sep 07, 2016 8:32 am
- Forum: Support and Development
- Topic: Break an if statement
- Replies: 7
- Views: 5978
Break an if statement
if button==2 then -----------------------------------------------------------------------------------northwest if LocalX < 1 and LocalY < 1 and LocalX > -64 and LocalY > -64 then object_chunk_northwest[LocalX+64][LocalY+64]=1; update_objects("northwest"); end -----------------------------...
- Wed Sep 07, 2016 6:35 am
- Forum: Support and Development
- Topic: Dead simple threads example
- Replies: 12
- Views: 11344
Re: Dead simple threads example
Lua threads are separate environments and so they cannot access the variables and functions of the main thread, and communication between threads is limited.
They are to be used for for loops, io loading/saving, multiplayer, physics etc.
They are to be used for for loops, io loading/saving, multiplayer, physics etc.
- Wed Sep 07, 2016 6:31 am
- Forum: Support and Development
- Topic: Forum question
- Replies: 5
- Views: 2483
Forum question
Is it okay to post in Games and distribution without providing a link to your game? (sort of like a dev log?)
- Sat Sep 03, 2016 1:51 pm
- Forum: Support and Development
- Topic: How would I go about approaching this?
- Replies: 12
- Views: 6545
Re: How would I go about approaching this?
Way ahead of you buddy.
GT 720 (19watt gpu)
Core2duo e8000
GT 720 (19watt gpu)
Core2duo e8000
- Sat Sep 03, 2016 11:52 am
- Forum: Support and Development
- Topic: How would I go about approaching this?
- Replies: 12
- Views: 6545
Re: How would I go about approaching this?
That's what mine does too, kinda. And some extra transformation to make isometric work.
- Sat Sep 03, 2016 10:52 am
- Forum: Support and Development
- Topic: How would I go about approaching this?
- Replies: 12
- Views: 6545
Re: How would I go about approaching this?
Not sure what "blit" means, I'm not native english and google translate says nothing about it. Anyways, that really does sound like a lot of work, and I already implemented a depth sorting. It uses a skip list and it's O(log(n)) insertions, deletions and search, and O(n*log(n)) space usage...
- Fri Sep 02, 2016 10:23 am
- Forum: Support and Development
- Topic: Local variables and global variables
- Replies: 40
- Views: 22875
Re: Local variables and global variables
I'm not sure if I understood you correctly or you me,but I was referring to the functions. Or are they also stored in _G (when they're not declared local)
- Fri Sep 02, 2016 10:01 am
- Forum: Support and Development
- Topic: How would I go about approaching this?
- Replies: 12
- Views: 6545
Re: How would I go about approaching this?
Yeah, I will only sort when a new object is added to the table. I'll just loop through the sorted using a for loop or something to draw it. How can I get the size of the table? Or should I make a variable to keep track of it? I tried table.setn table.getn which is in the lua manual but doesn't seem ...
- Fri Sep 02, 2016 9:01 am
- Forum: Support and Development
- Topic: How would I go about approaching this?
- Replies: 12
- Views: 6545
How would I go about approaching this?
Yeah, I know, the title kinda breaks the rules but I didn't know how to name this topic. So I'm making an isometric RTS and so far, I've got the terrain set up only. https://love2d.org/imgmirrur/heTEuT0.png I'm using spriteBatch for the tiles and I update the spriteBatch only when I update the terra...
- Fri Sep 02, 2016 8:29 am
- Forum: Support and Development
- Topic: Local variables and global variables
- Replies: 40
- Views: 22875
Re: Local variables and global variables
Is that better than making it global, performance wise? (I know it's splitting hairs, just curious)