Search found 74 matches

by Tenoch
Sat Oct 17, 2009 8:53 am
Forum: Libraries and Tools
Topic: Math with alot of decimals
Replies: 2
Views: 2577

Re: Math with alot of decimals

Such a library should probably be implemented in C to be faster. Well actually, here is one: http://www.tecgraf.puc-rio.br/~lhf/ftp/lua/#lbc Although it is indeed interesting to code stuff for the fun, I doubt that big numbers (arbitrary precision) are necessary for game development. I'd like to see...
by Tenoch
Sat Oct 17, 2009 8:46 am
Forum: General
Topic: What software/methods do you use to edit/run your code?
Replies: 34
Views: 20813

Re: What software/methods do you use to edit/run your code?

Geany has a fancy (but simple) customizable shortcut on F5 to run programs. For Lua files it defaults to running "lua filename" in a terminal, but you can easily change it in "Build" -> "Set includes and arguments" to "love .".

Plus, Geany is a nice editor.
by Tenoch
Sun Oct 11, 2009 9:02 am
Forum: Support and Development
Topic: Modules in Löve
Replies: 9
Views: 7934

Re: Modules in Löve

Awesome!

/me happy :megagrin:
by Tenoch
Fri Oct 09, 2009 9:53 pm
Forum: Support and Development
Topic: Modules in Löve
Replies: 9
Views: 7934

Re: Modules in Löve

I still don't get why we don't comply totally to the Lua standard and make require() take only the module name, without the .lua
Especially if you use the module() function in it, which iirc uses the name passed to require() to name to module.

(Oh and Lua is capitalized Lua. Not LUA. :halloween: )
by Tenoch
Tue Oct 06, 2009 12:02 pm
Forum: Games and Creations
Topic: Impulse
Replies: 29
Views: 28035

Re: Impulse

OH!

I was SO gonna clone Osmos in the next few days!
How did you manage to read in my mind?

I am VERY angry now :megagrin:

Good luck with it though.
by Tenoch
Mon Oct 05, 2009 10:43 am
Forum: Support and Development
Topic: Porting Your LÖVE to Zero Point Six Point Zero [0.6.0]
Replies: 11
Views: 5646

Re: Porting Your LÖVE to Zero Point Six Point Zero [0.6.0]

Physics has inbuilt scaling now, so if you want it to be pixels again, create the world bigger and set the scaling to 1. The default scale value is 30 px/m, so: world = love.physics.newWorld(xsize * 30, ysize * 30) world:setMeter(1) That's a very bad idea. Unless you plan on having objects no bigge...
by Tenoch
Mon Sep 21, 2009 8:53 am
Forum: Support and Development
Topic: 0.6.0 physics changes?
Replies: 8
Views: 5095

Re: 0.6.0 physics changes?

Actually, love.physics was heavily fixed :) A lot of stuff there was broken. But we need to make the documentation, indeed. As for your particular problem, the body:get(Local/World)Point() function seems to take only two parameters indeed, the x and y components of the vector you want to convert to ...
by Tenoch
Fri Sep 18, 2009 2:06 pm
Forum: Games and Creations
Topic: Rio2d
Replies: 5
Views: 7036

Re: Rio2d

:neko:
by Tenoch
Tue Sep 15, 2009 9:06 pm
Forum: Games and Creations
Topic: Rio2d
Replies: 5
Views: 7036

Re: Rio2d

TechnoCat wrote:I like Ecuador. Look forward to playing a game! :nyu:
Mmm, what's the connection with Ecuador? oO