Search found 36 matches
- Tue Jul 02, 2013 5:25 pm
- Forum: General
- Topic: Yay, view frustum culling!
- Replies: 6
- Views: 6602
Re: Yay, view frustum culling!
Also, instead of calculating for each object if it should be drawn or not, you can place all objects in a data stricture designed in such a way that you directly have access to the objects near the screen. That uses more memory but saves cpu power, which is in most cases worth it. I keep seeing peo...
- Mon Jul 01, 2013 8:13 pm
- Forum: Support and Development
- Topic: Box2D Wheel/Revolute Joint not working?
- Replies: 0
- Views: 2697
Box2D Wheel/Revolute Joint not working?
Hello, I have been messing around with Box2D for some top down physics and I have most of it working, however I cannot seem to get Revolute or Wheel joints working. When I tried wheel joints, they would not attach to my parent body. Instead of fighting with that I simply changed the word Wheel to Re...
- Sat Jun 29, 2013 3:08 am
- Forum: Support and Development
- Topic: [Solved] - Beginner - Collision detection with projectiles
- Replies: 5
- Views: 4594
Re: - Beginner - Collision detection with projectiles
Not trying to threadjack or anything but it seems on topic... Are there any resources available for hitscan projectiles, or how to implement them? Ive been looking but none of the articles I found were based in 2D or they relied on some engine feature to do the work for them.
- Fri Jun 28, 2013 1:43 am
- Forum: A Whiff of Steam
- Topic: A Whiff of Steam v0.0.1 (unofficial)
- Replies: 23
- Views: 164106
Re: A Whiff of Steam v0.0.1 (unofficial)
Guys, stop feeding the troll already. I also think this topic's dead, since the release was shown quite a while ago and I don't think anyone's still working on this. He actually posted Screenshots in the "What Are You Working On" Thread. I have just been too damn busy with school to do an...
- Tue Jun 25, 2013 8:20 pm
- Forum: Support and Development
- Topic: Need Guidance: Top-Down Floor-plan collision for walls
- Replies: 3
- Views: 3885
Re: Need Guidance: Top-Down Floor-plan collision for walls
Box2D is a full physics engine, it might be able to do this but it'll do a lot of other stuff as well. I'm also not sure if Box2D even works with a top down approach... You probably need a collision detection engine like HardonCollider or maybe Bump if you're mostly working with rectangles like you...
- Tue Jun 25, 2013 8:09 pm
- Forum: Support and Development
- Topic: Need Guidance: Top-Down Floor-plan collision for walls
- Replies: 3
- Views: 3885
Need Guidance: Top-Down Floor-plan collision for walls
Hello everyone, I was hoping to find some guidance on top down collision for interior terrain such as this: http://www.rockpapershotgun.com/images/13/apr/survivor.jpg I don't think my game would be highly that complex regarding clutter on the game area, but I do imagine there will be sufficient amou...
- Sun Jun 16, 2013 4:18 pm
- Forum: Support and Development
- Topic: Help with comparing rotations beyond +-Pi
- Replies: 5
- Views: 3665
Re: Help with comparing rotations beyond +-Pi
I was already at that point by using math.atan2. What I am having trouble with is comparing additions and subtractions after determining the angle. Which was exactly what his code did, and the resulting difference would then be in that range. Then I completely misunderstood his solution. Sorry. Edi...
- Sun Jun 16, 2013 3:16 pm
- Forum: Support and Development
- Topic: Works with one thing but not the other?
- Replies: 30
- Views: 12979
Re: Works with one thing but not the other?
Wrong 1: requiring modules inside love.load() Quite curious as to why. Apparently I'm making this "wrong" as well but I have had no issues in doing so. The only thing I could think of that would cause issues is if functions or variables outside load try and use stuff that isn't required (...
- Sun Jun 16, 2013 2:49 pm
- Forum: Support and Development
- Topic: Tutorial on bullets?
- Replies: 6
- Views: 5761
Re: Tutorial on bullets?
I don't really have time to write a tutorial for you, but I hope these very helpful methods that I wrote in my own game will work for you. function dirVector(rot) --Returns the vector of the rotation in X and Y terms. -- Usually you use these as the update increments. Multiply them for faster travel...
- Sun Jun 16, 2013 2:32 pm
- Forum: Support and Development
- Topic: Help with comparing rotations beyond +-Pi
- Replies: 5
- Views: 3665
Re: Help with comparing rotations beyond +-Pi
The result now always is between -pi and pi (-180° and 180°). I was already at that point by using math.atan2. What I am having trouble with is comparing additions and subtractions after determining the angle. Say I have turret "A" at rotation 160 with 45 degrees of rotational freedom all...