Search found 12 matches
- Wed Jun 10, 2015 5:46 pm
- Forum: Support and Development
- Topic: Framerate Inconsistencies
- Replies: 7
- Views: 4348
Re: Framerate Inconsistencies
Really anything above 60 fps should be more than enough. You shouldn't see any game slowdown. Are you sure you're using dt when updating your game? Regarding your problem I would assume it's due to other processes running in parallel at the same time.
- Tue Jun 09, 2015 4:36 pm
- Forum: Games and Creations
- Topic: teleko
- Replies: 6
- Views: 6083
Re: teleko
Some gradual difficulty/new blocks progression would definitely be present in the final levels. Those were just a few I made while I was learning my own game (and there is still a lot to learn). In fact designing levels is far more difficult than the actual programming part. From what you said, it ...
- Tue Jun 09, 2015 4:30 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1814
- Views: 1790136
Re: What's everyone working on? (tigsource inspired)
I heard somewhere finishing game is a skill and so I decided to start improving it by making simplest little game I could think of. Little top-down space shooter where you have to avoid enemies. Made in two days. https://love2d.org/imgmirrur/dDHKmAn.png Download and enjoy your 5 seconds of entertain...
- Sun Jun 07, 2015 12:27 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 473507
Re: "Questions that don't deserve their own thread" thread
Is it that much? Imagine you have 32 enemies and 16 bullets on the screen and bam, you have 512 checks per frame. Unless you do some fancy space partitioning, that is. Or am I still missing something obvious? Is there some other way to check if bullet hit enemy? I just feel like modern computers sh...
- Sat Jun 06, 2015 7:26 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 473507
Re: "Questions that don't deserve their own thread" thread
Is it that much? Imagine you have 32 enemies and 16 bullets on the screen and bam, you have 512 checks per frame. Unless you do some fancy space partitioning, that is. Or am I still missing something obvious? Is there some other way to check if bullet hit enemy? I just feel like modern computers sho...
- Sat Jun 06, 2015 7:00 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 473507
Re: "Questions that don't deserve their own thread" thread
Sanity check: Does computing 500-1000 circle intersection checks per update cause slowdown or am I doing something really stupid? I'll do some profiling tomorrow but if anyone can answer from experience before that I would be thankful.
- Sat Jun 06, 2015 2:13 pm
- Forum: Support and Development
- Topic: Moving an object from point A to B
- Replies: 4
- Views: 5539
Re: Moving an object from point A to B
That's because you compute dx and dy based on distance remaining. Thus your object is moving faster at the start and gradually slows down as it comes closer to the destination.
- Sat Jun 06, 2015 7:02 am
- Forum: Support and Development
- Topic: Remove value in table when a body gets destroyed?
- Replies: 7
- Views: 3502
Re: Remove value in table when a body gets destroyed?
How about storing units as keys in table (instead of values) and doing something like: for unit, _ in pairs(units) do ... if ... then units[unit] = nil end end You insert unit as a key like this: units[unit] = true -- or whatever value, it doesn't really matter Although polling destroyed units like ...
- Tue Jun 02, 2015 5:24 am
- Forum: Support and Development
- Topic: Set FPS
- Replies: 9
- Views: 5218
Re: Set FPS
Sure you can have fixed 60 fps. You just have to make sure you update/draw for one frame takes always less than 16.666... miliseconds. If you can achieve that you can have fixed 60 fps. Also delta is always lagging one frame behind, so it works best with semi consistent framerates (i.e. your update ...
- Sun May 31, 2015 10:18 pm
- Forum: Support and Development
- Topic: Same indexes in table?
- Replies: 9
- Views: 5635
Re: Same indexes in table?
From what I could tell, if you have any zeroes or negative numbers as keys in your table they will get converted to strings and added to table, that later on creates the JSON object. However if there are any duplicate number keys you'll get the error. However I have no idea why it fails on 26 when t...