Search found 74 matches
- Sun Oct 18, 2009 12:29 pm
- 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?
Glad I could help
- 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...
- 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.
Plus, Geany is a nice editor.
- 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
/me happy
- 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. )
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. )
- 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
Good luck with it though.
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
Good luck with it though.
- 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...
- 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 ...
- Fri Sep 18, 2009 2:06 pm
- Forum: Games and Creations
- Topic: Rio2d
- Replies: 5
- Views: 7036
- Tue Sep 15, 2009 9:06 pm
- Forum: Games and Creations
- Topic: Rio2d
- Replies: 5
- Views: 7036
Re: Rio2d
Mmm, what's the connection with Ecuador? oOTechnoCat wrote:I like Ecuador. Look forward to playing a game!