Search found 51 matches
- Wed Sep 30, 2015 1:04 am
- Forum: Support and Development
- Topic: Environments, safe and unsafe.
- Replies: 9
- Views: 2698
Environments, safe and unsafe.
Hello, I am working on user defined scripts, and I can't find a list of SAFE/UNSAFE modules. Eg something like this: http://lua-users.org/wiki/SandBoxes Is there a defined list somewhere on the wiki? If not I think it's a good idea to list them, as for example filesystem.remove and openURL can be qu...
- Sat Aug 29, 2015 9:25 pm
- Forum: Support and Development
- Topic: Physics Shape Problem
- Replies: 6
- Views: 2182
Re: Physics Shape Problem
I'm sorry, Relazy , I'm not really good in math. How do I use your snippet in my code? Can you make an example? Sorry for the late reply I wasn't available during the last few days. I have made a demo for you, using the snipet. Controls: c = spawn your polygon b = spawn a ball p = pause the simulat...
- Sun Aug 23, 2015 2:55 pm
- Forum: Support and Development
- Topic: Physics Shape Problem
- Replies: 6
- Views: 2182
Re: Physics Shape Problem
I'd use love.math.triangulate for that though. You may also want to make an algorithm to make shapes for you and check em for self intersection etc, it saves a huge amount of time and effort. I should point out that Box2d has a few limitations. For example, very long or thin triangles may not be ge...
- Sat Aug 22, 2015 11:45 pm
- Forum: Support and Development
- Topic: Physics Shape Problem
- Replies: 6
- Views: 2182
Re: Physics Shape Problem
I'd use two rectangle shapes for the body. This. I'd use love.math.triangulate for that though. You may also want to make an algorithm to make shapes for you and check em for self intersection etc, it saves a huge amount of time and effort. Heres a snipet that you may want to use: local shape = pca...
- Thu Aug 20, 2015 3:47 am
- Forum: Support and Development
- Topic: Stencil or Mesh?
- Replies: 1
- Views: 1383
Stencil or Mesh?
Hello. I have been working on a game (sort of an engine too) and during my development I have come forth a question of sorts: Which is more efficient; Stencil or Mesh? My editor for maps has the ability to add shapes and then to attach a texture to it, the image is reused across all other shapes tha...
- Mon Apr 27, 2015 8:42 pm
- Forum: Support and Development
- Topic: Box2D - ray casting on mutlifixture polygons
- Replies: 2
- Views: 1856
Re: Box2D - ray casting on mutlifixture polygons
Thank you Ivan, You're the best around! :D I implemented a method similar to yours but ignored the fixtures and focused on the rays independently, so that there is no need to look up fixtures; function rayCast:cast() self.hitlist = {} local x1 = self.x -- Origin X local y1 = self.y -- Origin Y local...
- Sun Apr 26, 2015 3:13 pm
- Forum: Support and Development
- Topic: Box2D - ray casting on mutlifixture polygons
- Replies: 2
- Views: 1856
Box2D - ray casting on mutlifixture polygons
I recently started to use box2d's raycast, it works fine.. as seen in figure 1 (multiple squares) 0_raycast.png However it doesn't work for polygons, that being complex polygons which consist of more than one fixture. As seen in figure 2 and 3 (same polygon) 0_raycast_poly.png fig3.png Here is the c...
- Wed Mar 25, 2015 6:07 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120557
Re: Löve "Light vs. Shadow" Engine v2
I would need to calculate the normal/glowmap/material all at once for the draw call and right now I do not know how I could do that while keeping the API relatively simple and not prone to user error. I would love to see a proposal Huh? why would you need to calculate normal/glow/mat? When you use ...
- Tue Mar 24, 2015 6:38 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120557
Re: Löve "Light vs. Shadow" Engine v2
Thanks for the quick reply, its fixed now. Although I have a question. Why do you support animations, but no quads? Wouldn't it be easier to allow the user to make quads and then introduce his own preferred animation plugin/own instead of forcing the use of anim8 for animations? Besides quads can be...
- Sun Mar 22, 2015 3:45 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine v2
- Replies: 140
- Views: 120557
Re: Löve "Light vs. Shadow" Engine v2
My issue is fixed but..
I am having a few problems /w the new build. Glow maps appear to be broken or something else along the line, test the complex example and see for yourself.
thanks for your work so far I really appreciate it.
I am having a few problems /w the new build. Glow maps appear to be broken or something else along the line, test the complex example and see for yourself.
thanks for your work so far I really appreciate it.