Search found 3550 matches
- Mon Nov 11, 2019 10:09 pm
- Forum: Libraries and Tools
- Topic: cam11 - Yet another camera library
- Replies: 5
- Views: 8625
Re: cam11 - Yet another camera library
Yeah, sure thing. Feel free to grab any ideas you find interesting. I've updated the library to make the speed be more on par with gamera. I had to disable hump testing, as it seems to interrupt tracing (because of the love.graphics.getWidth/Height call I presume). JIT off: Screen to World coords co...
- Mon Nov 11, 2019 12:40 pm
- Forum: Libraries and Tools
- Topic: cam11 - Yet another camera library
- Replies: 5
- Views: 8625
Re: cam11 - Yet another camera library
Thanks zorg, that's a false friend that slipped in :) "ángulo" also means "corner" in Spanish. To be honest, I hadn't tested them. Now I have. Here's the test program: local cam11 = require 'cam11' local stalker = require 'stalker-x' local gamera = require 'gamera' local humpcame...
- Mon Nov 11, 2019 1:06 am
- Forum: Libraries and Tools
- Topic: cam11 - Yet another camera library
- Replies: 5
- Views: 8625
cam11 - Yet another camera library
Having gamera, hump.camera and STALKER-X around, one may wonder, does the world really need yet another camera library? No, it really doesn't. Unless... ok, ok, not that either. Or, well, maybe a little, if you are like me, and prefer that the guts of your libraries are as optimal as they can be. An...
- Sun Nov 10, 2019 5:34 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 4879
Re: Can we store 3d vertices in GPU memory?
Note I meant Mesh:setVertexMap. But now that I think about it, you probably can't use that, since the UVs need to be different depending on the face the vertex belongs to.
- Sun Nov 10, 2019 11:32 am
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 4879
Re: Can we store 3d vertices in GPU memory?
My problem is each block face is generating 2 triangles, 6 vertices so 36 total vertices. Using a vertex list should reduce that to 8, adding the overhead of the list of course which is 36 single numbers. If you manage to share them between blocks, the 8 would be reduced even further, to 1 per bloc...
- Sat Nov 09, 2019 6:00 pm
- Forum: Support and Development
- Topic: [SOLVED] How is the mouse coordinates in love2d calculated? My problem with camera and mouse.
- Replies: 2
- Views: 2360
Re: How is the mouse coordinates in love2d calculated? My problem with camera and mouse.
Every good camera library has functions to convert from screen to world and vice versa. Try this: https://github.com/adnzzzzZ/STALKER-X#u ... dcoordsx-y
If you still have problems after trying that, I'll take a look.
If you still have problems after trying that, I'll take a look.
- Fri Nov 08, 2019 12:17 am
- Forum: Support and Development
- Topic: How to check if a keypress is associated with text input?
- Replies: 15
- Views: 7153
Re: How to check if a keypress is associated with text input?
I know this is very old, and some people will probably want to kill me for necroposting, but just in case it turns up in some search, here's my solution: https://love2d.org/forums/viewtopic.php?f=4&t=87628 Maybe airstruck is still interested in implementing this in Luigi, after all :nyu: Pinging...
- Thu Nov 07, 2019 7:00 pm
- Forum: Support and Development
- Topic: Associating a textinput event with the keypressed event that triggered it
- Replies: 2
- Views: 1899
Re: Associating a textinput event with the keypressed event that triggered it
Do try to see if the problem exists in the first place to warrant going to the effort of solving it. Maybe you're right. The need arose in relation to babulous' TimelineEvents library, see this thread: https://love2d.org/forums/viewtopic.php?f=5&t=87592&start=10 I guess that it can enqueue ...
- Thu Nov 07, 2019 6:20 pm
- Forum: Support and Development
- Topic: Passing a 'self' function as a parameter
- Replies: 4
- Views: 5575
Re: Passing a 'self' function as a parameter
This: function square:increment() is syntactic sugar for this: function square.increment(self) which is in turn syntactic sugar for this: square.increment = function (self) therefore the function you're looking for is stored in square.increment. However, you need some method to pass the object, and ...
- Wed Nov 06, 2019 7:46 pm
- Forum: Support and Development
- Topic: Associating a textinput event with the keypressed event that triggered it
- Replies: 2
- Views: 1899
Associating a textinput event with the keypressed event that triggered it
I am trying to accomplish what the title says, but it seems quite tricky. See this post for background. The first problem is that textinput doesn't ever seem to come before keypressed (if it preceded the generating key all the time, it would have been pretty trivial). It always comes afterwards, and...