Search found 3098 matches

by kikito
Sun Dec 27, 2009 10:55 pm
Forum: Libraries and Tools
Topic: PÄSSION: object-oriented LÖVE
Replies: 90
Views: 50031

Re: PÄSSION: object-oriented LÖVE

Quick in-between holidays update. I've not been able to solve why "drag-n-dropping to the love.exe" file didn't work any more - I've bypassed the problem entirely by including love.exe on my PATH environment and making: cd myproject love . on a DOS prompt. It is actually faster than drag-a...
by kikito
Tue Dec 22, 2009 9:14 pm
Forum: General
Topic: Open-source online game techniques
Replies: 7
Views: 2265

Re: Open-source online game techniques

Well, I have a not very original advice, but here you go: :rofl: Steal! :rofl: Lots of programmers have trackled the client/server game. You can "get inspired" by lots of articles already written about the subject. I particularly like how the Unreal Engine does it; they have a way of speci...
by kikito
Tue Dec 22, 2009 12:59 pm
Forum: General
Topic: multidimensional tables/arrays
Replies: 12
Views: 9586

Re: multidimensional tables/arrays

You can't access circle.s yet because "circle" is undefined until the assignment of line 1 ends. In general, Lua variables need to be "initialized" via an assignment before you can use them. Fortunately, there's a simple solution to your problem: End the statement, and then use c...
by kikito
Tue Dec 22, 2009 8:36 am
Forum: General
Topic: Open-source online game techniques
Replies: 7
Views: 2265

Re: Open-source online game techniques

I agree with you in that a slow network is a huge issue on the server.

What I'm saying is that having the server handle the calculations is actually the fastest solution, traffic-speaking - because the server will have to replicate each of the client's calculations to the other clients.
by kikito
Tue Dec 22, 2009 1:38 am
Forum: General
Topic: Open-source online game techniques
Replies: 7
Views: 2265

Re: Open-source online game techniques

Calculating everything on the server: One idea that came to my mind (and was suggested in the thread I linked) is to do all the important calculations on the server and send data needed for displaying the game right to the client. This is of course very power consuming for the server to do calculat...
by kikito
Mon Dec 21, 2009 1:46 pm
Forum: General
Topic: Love2d and collisions
Replies: 7
Views: 8140

Re: Love2d and collisions

I've been thinking about this and I've got several suggestions: Some random ideas: Making a forum thread for "documentation volunteers". There, people would say "I have created this tutorial / I have finished updating this potato stuff". I could create this thread myself, but I t...
by kikito
Mon Dec 21, 2009 10:28 am
Forum: Libraries and Tools
Topic: PÄSSION: object-oriented LÖVE
Replies: 90
Views: 50031

Re: PÄSSION: object-oriented LÖVE

Thanks guys. It seems it is a local problem in my computer, then. I'll see if I can find the issue. @Robin: Thanks for your comments. I'll change those asserts to errors. Regarding your other comment, I'm still thinking about modelling floors properly - the current code is just a placeholder. In cas...
by kikito
Mon Dec 21, 2009 1:26 am
Forum: Libraries and Tools
Topic: PÄSSION: object-oriented LÖVE
Replies: 90
Views: 50031

Re: PÄSSION: object-oriented LÖVE

Ok this is starting to look interesting. I've got some good news, but I've also hit a problem for which I need help (hopefully from the LÖVE core team) *** GOOD NEWS *** Now I've got Stateful classes more or less set up - Actors are Stateful classes. A stateful class is a class with a currentState p...
by kikito
Thu Dec 17, 2009 8:14 pm
Forum: Libraries and Tools
Topic: PÄSSION: object-oriented LÖVE
Replies: 90
Views: 50031

Re: PÄSSION: object-oriented LÖVE

Done! The latest sourcecode can be downloaded from the new google code page . Warning: the current version includes some new stuff (StatefulObject.lua) that still doesn't work - even the file name isn't definitive. If I'm not able to fix it by myself in 3 days, I'll ask for help on another post. Reg...
by kikito
Thu Dec 17, 2009 8:48 am
Forum: Libraries and Tools
Topic: PÄSSION: object-oriented LÖVE
Replies: 90
Views: 50031

Re: PÄSSION: object-oriented LÖVE

Hi Pliskin, I'm afraid setVelocity and setSpin where changed to setLinearVelocity and setAngularVelocity on 0.6 ... and the code on the example hasn't taken this name change into account. If you want to use them, you must update the delegatedMethods on HasBody.lua, to this: do --keep delegatedMethod...