Search found 12 matches
- Mon Mar 15, 2010 4:46 am
- Forum: Libraries and Tools
- Topic: Tiny fractal studio :-)
- Replies: 20
- Views: 18120
Re: Tiny fractal studio :-)
You should try to get it to calculate and draw a maximum number of lines per frame so there's no lag and the detail can be as large as you want. Rather than doing all operations in a single "frame" which gets exponentially more computationally intensive, maybe you could just run through a ...
- Fri Mar 12, 2010 8:59 am
- Forum: Libraries and Tools
- Topic: Catmull-Rom Spline Rendering Function (curves)
- Replies: 10
- Views: 6685
Re: Catmull-Rom Spline Rendering Function (curves)
That's a sweet demo. Thanks for the link as well, it gave me some interesting ideas. I never really realized that you could derive a parametrized curve function and get a function for the normals... Although I guess it makes perfect sense. :ehem: I wonder what integration of a parametrized curve fun...
- Fri Mar 12, 2010 5:49 am
- Forum: Libraries and Tools
- Topic: Catmull-Rom Spline Rendering Function (curves)
- Replies: 10
- Views: 6685
Re: Catmull-Rom Spline Rendering Function (curves)
I'm assuming you put in a request for bezier curves then and not the catmull-rom ones? The only real difference actually is that catmull-rom curves calculate the control points from adjacent points in the list rather than having the user define them. I guess as long as the implementation is good the...
- Thu Mar 11, 2010 3:28 am
- Forum: Libraries and Tools
- Topic: Catmull-Rom Spline Rendering Function (curves)
- Replies: 10
- Views: 6685
Re: Catmull-Rom Spline Rendering Function (curves)
Thanks for the responses guys! I'm gonna fix the 'arg' thing right away. I had no idea it was deprecated. Also, I see what you mean about unpacking a table just to make a new one later. I guess the reason it ended up like that was because originally the code just did the love.graphics.line function,...
- Wed Mar 10, 2010 6:48 am
- Forum: Libraries and Tools
- Topic: Catmull-Rom Spline Rendering Function (curves)
- Replies: 10
- Views: 6685
Catmull-Rom Spline Rendering Function (curves)
Alrighty LOVE community, here's something to play with. It's a single function that takes a table of point values as an input and draws a nice curve, which is technically a Catmull-Rom Spline. As such it's a function you'll want to use in your draw loop. Although I did my best to make it optimized w...
- Tue Mar 09, 2010 12:27 am
- Forum: Support and Development
- Topic: Crash on deleting physics bodies that are colliding?
- Replies: 11
- Views: 7991
Re: Crash on deleting physics bodies that are colliding?
Thank you so much for your time pekka! I figured there would at least be some way to make shapes not collide with anything before getting rid of them. The "setMask(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)" line will most likely suffice, at least until this is properly fixed (if it ever is)....
- Mon Mar 08, 2010 8:34 am
- Forum: Support and Development
- Topic: Crash on deleting physics bodies that are colliding?
- Replies: 11
- Views: 7991
Re: Crash on deleting physics bodies that are colliding?
Alright, here's a nice complete LOVE main.lua program that I wrote to illustrate the problem I'm having. As you can see, the line in love.load() buffered by the comment saying "COMMENT THIS LINE OUT AND THE PROGRAM WILL NOT CRASH" is what is causing problems. I'd like to encourage everyone...
- Mon Mar 08, 2010 6:18 am
- Forum: Support and Development
- Topic: Crash on deleting physics bodies that are colliding?
- Replies: 11
- Views: 7991
Re: Crash on deleting physics bodies that are colliding?
Thank you very much for the help. Sadly though it looks like there may be a bug of some sort... After doing a little more testing I was able to determine that calling the "world:setCallbacks()" method in love.load()--even with the callback functions set up properly and completely EMPTY--ca...
- Mon Mar 08, 2010 2:56 am
- Forum: Support and Development
- Topic: Crash on deleting physics bodies that are colliding?
- Replies: 11
- Views: 7991
Crash on deleting physics bodies that are colliding?
Hopefully posting another topic so soon isn't too annoying, as I have another question... It seems that when a physics body is deleted, either when explicitly removing it with shape:destroy() and body:destroy() or when the garbage collector removes it, if that body is colliding with something it cau...
- Sun Mar 07, 2010 9:21 am
- Forum: Support and Development
- Topic: Can we get a GLSL tutorial?
- Replies: 4
- Views: 2685
Re: Can we get a GLSL tutorial?
Yeah, that sounds like an idea. I am familiar with SFML a little, as I had actually been working on a little lua game engine with a friend of mine (he's the real programmer among us. I can't do much more than script). The reason I started checking out LOVE for my 2d shader needs was because the shad...