Search found 243 matches
- Wed Oct 22, 2014 6:46 pm
- Forum: Support and Development
- Topic: Collision detection performance
- Replies: 4
- Views: 2875
Re: Collision detection performance
Hubo is currently writing a blog about how to make a physics engine, which of course covers collision detection and handling. Link: http://hugobdesigner.blogspot.com.br/2014/10/making-simple-2d-physics-engine.html For performane it's best to try and optimize the collision detection as much as possib...
- Sun Oct 19, 2014 7:06 pm
- Forum: Support and Development
- Topic: Capped frame limit for no reason *sigh*
- Replies: 44
- Views: 24956
Re: Capped frame limit for no reason *sigh*
Personally, I prefer more fps over a capped fps. Just seems a bit smoother to me.
And to answer the question, I get 125fps as well.
And to answer the question, I get 125fps as well.
- Thu Oct 16, 2014 10:14 am
- Forum: Libraries and Tools
- Topic: [Tutorials] Making a simple 2D physics engine
- Replies: 33
- Views: 27971
Re: [Tutorials] Making a simple 2D physics engine
EDIT: Nevermind, got it fixed
Great code, works like a charm. Really want to make a game with this now
Great code, works like a charm. Really want to make a game with this now
- Wed Oct 01, 2014 2:23 pm
- Forum: Support and Development
- Topic: Game stuttering on Windows only
- Replies: 10
- Views: 5661
Re: Game stuttering on Windows only
Im on Windows 8.1 right now, and I can say that for me the game is running fine at 310 fps.
Specs:
I5-4210, quad core, 2.4 ghz.
8gb ddr3 ram.
GeForce 840M.
Specs:
I5-4210, quad core, 2.4 ghz.
8gb ddr3 ram.
GeForce 840M.
- Wed Oct 01, 2014 10:10 am
- Forum: Games and Creations
- Topic: Gravity Balls!
- Replies: 7
- Views: 3397
Re: Gravity Balls!
I recoded some stuff, made things neater, removed the player completely (Because it was basically a "ball" with no gravity) and added 3 cool things. 1. Ooooh snap, collision detection and resolving... somewhat. It's very basic, and not good, and it even has a bug which is now a feature, an...
- Wed Oct 01, 2014 7:45 am
- Forum: Games and Creations
- Topic: Gravity Balls!
- Replies: 7
- Views: 3397
Re: Gravity Balls!
Actually, that is correct! xDHugoBDesigner wrote:Nice little concept! I also made something similar a while ago (you can still find it HERE), but yours seems a lot more "professional" than mine (mine was just a random doodle, but still).
Am I the ONLY one who thought it was a pun about Gravity Falls?
- Tue Sep 30, 2014 2:19 pm
- Forum: Games and Creations
- Topic: Gravity Balls!
- Replies: 7
- Views: 3397
Re: Gravity Balls!
I might later, if I get some more things done like, cleaner code, camera module, and a stable orbit :p Example of "bad" code: function planet.update(dt) for i, v in ipairs(planetMap) do local dist = math.sqrt((v.xPos - player.xPos)^2 + (v.yPos - player.yPos)^2) if dist <= v.inf + 4 then v....
- Tue Sep 30, 2014 1:04 pm
- Forum: Games and Creations
- Topic: Gravity Balls!
- Replies: 7
- Views: 3397
- Thu Aug 28, 2014 10:52 am
- Forum: General
- Topic: Tile based collision detection woes
- Replies: 1
- Views: 2619
Re: Tile based collision detection woes
I'd say you should expand the collision detection area around the player by one pixel on every side.
That might fix it.
That might fix it.
- Thu Jul 31, 2014 7:37 pm
- Forum: Support and Development
- Topic: Best way to do smart rendering?
- Replies: 3
- Views: 1844
Re: Best way to do smart rendering?
The current way Im checking and drawing a block is like this: function dirt.draw() for i, v in ipairs(dirt) do if camera.checkBounds((v.xPos), (v.yPos)) then love.graphics.draw(dirt.img, camera.translatex(v.xPos), camera.translatey(v.yPos)) end end end Basically, each type of block has a table in it...