Just as an update, I changed my camera implementation and replaced my own calculations of the transformation matrix with just using love.graphics' Coordinate methods.
I'm probably going to rework mine to use the built-in love.graphics. If you want to look at a library I would probably suggest checking out hump's camera instead: http://vrld.github.io/hump/#hump.camera - that's probably what I'll be using, if I don't make my own.
I'm actually working on something similar (also for a space game). I got a camera working that allows you Pan/Rotate/Zoom: http://love2d.org/forums/viewtopic.php?f=4&t=77807 It basically works by generating a transformation matrix which is then applied to all x/y coordinates in the level. Take a...
Overview I have been wanting to work on a top-down space exploration/building game for a while and finally had a chance to get started on it. As a first step I wanted to try and implement a 2d camera system with zoom and rotation. I think I did a reasonably good job. but would like some feedback on...
Why not use the build system on your text editor? From the editor I use F8 (the Apple keyboard has a play icon on this key), and boom, game. I use a love alias from my .bash_profile, and even outside of the text editor I'm usually cd'd into the project dir if I'm working on it, which means "lo...
A game in LÖVE automatically writes to the appdata directory or Library folder on Mac and some other directory on Linux. The user could easily find this folder with some research. From there they could hack their high score, etc. Is there a way to prevent this? I've tried locking the file in TextWr...
Here's a quick question for any Sublime Text 2 users For my Löve projects I'm using this build script: { "selector": "source.lua", "cmd": ["/Applications/love.app/Contents/MacOS/love", "$filepath"] } (this is for mac of course, you can check this pag...