Search found 82 matches
- 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...
- 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...
- 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?
- 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...
- 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?
- 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.
- 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?
- 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...
- 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...
- 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...