Search found 82 matches

by parallax7d
Thu Jul 31, 2014 7:07 pm
Forum: Support and Development
Topic: Favorite way to store next loop state?
Replies: 4
Views: 2044

Favorite way to store next loop state?

Lets say I have many components sharing state (a block of memory or a big table or whatever, it doesn't matter) and doing work to setup the values for the next loop. I don't know where to put these calculated values though. Lets say all the data is stored in a big table called 'current'. I can't let...
by parallax7d
Thu Jul 24, 2014 1:41 pm
Forum: Support and Development
Topic: LÖVE "callbacks" and love.run()?
Replies: 6
Views: 2934

Re: LÖVE "callbacks" and love.run()?

I'm fairly new to coding and löve, but from what I gather the term callback seems to be generally misused or confused. From the way I understand it, a callback is a function that gets passed as an argument to another function, to be called by the receiving function when or if a condition gets met. T...
by parallax7d
Wed Jul 23, 2014 5:07 pm
Forum: Support and Development
Topic: Interactive Löve?
Replies: 7
Views: 3746

Interactive Löve?

Is there a way to load love in the Lua interactive interpreter, and run run, so you can basically play with love in real time? Or something? I love being able to test things rapidly in the Lua command line, was hoping to do something similar with Love?
by parallax7d
Wed Jul 23, 2014 12:13 pm
Forum: Support and Development
Topic: Fork/Join Model and Massive Terrain Modification
Replies: 1
Views: 1168

Fork/Join Model and Massive Terrain Modification

So I'm thinking about making a game with lots of constant terrain movement. Picture a million 2D minecraft sand and water blocks (these move relative to other block's positions) and now think about shooting hundreds of tnt at it constantly, so it's constantly updating. Even though it will be in 2D a...
by parallax7d
Wed Jul 23, 2014 11:24 am
Forum: Support and Development
Topic: syntax for calling modules oddity (hump timer)
Replies: 5
Views: 1798

Re: syntax for calling modules oddity (hump timer)

Oh, ok. I thought I was missing some fundamental thing about working with modules. So it's just a personal preference, there isn't any advantage to it?
by parallax7d
Wed Jul 23, 2014 11:23 am
Forum: Support and Development
Topic: Max Bodies?
Replies: 2
Views: 1368

Re: Max Bodies?

My bad, I thought bodies were the objects used to make chacters/mobs. That's good to know about Box2d though.
by parallax7d
Tue Jul 22, 2014 5:58 pm
Forum: Support and Development
Topic: Max Bodies?
Replies: 2
Views: 1368

Max Bodies?

I'm new to Löve, and was wondering if bodies where what 'characters' use? Has anyone ever experimented with how many bodies you can have on one screen before you get a performance hit?
by parallax7d
Tue Jul 22, 2014 10:28 am
Forum: Support and Development
Topic: syntax for calling modules oddity (hump timer)
Replies: 5
Views: 1798

syntax for calling modules oddity (hump timer)

I'm looking through some code of other games, and notice that one is using the hump timer module. I thought the normal way of calling it was something like this: Timer.addPeriodic(10, function() ghost:stop() end) But I see in this code they do this: TIMER = Timer() and their calls are like this: TI...
by parallax7d
Mon Jul 21, 2014 5:17 pm
Forum: Support and Development
Topic: What is Delta Time, really?
Replies: 4
Views: 3252

Re: What is Delta Time, really?

That makes sense for the dt found in update. Is the wiki correct about getDelta being the time between the last two called frames though? Or would that only apply if you were calling getDelta in draw? And in that case I'm guessing it's not really the time between the last two frames, but more like t...
by parallax7d
Sun Jul 20, 2014 2:17 pm
Forum: Support and Development
Topic: What is Delta Time, really?
Replies: 4
Views: 3252

What is Delta Time, really?

What is delta time? Is it a 100% globally consistent value, or do the different callbacks calculate and handle it differently? The wiki says delta time is the amount of time since love.update was last called. Does this apply only to the dt argument in update? This tutorial says delta time is how muc...