Search found 42 matches
- Sat May 13, 2017 4:48 am
- Forum: Support and Development
- Topic: Collision response with AABBs
- Replies: 9
- Views: 12472
Re: Collision response with AABBs
This is called the Minkowsky Difference, and is explained in detail on this article: Collision Detection for Dummies ... they relied heavily on the fact that their frame time was fixed and they didn't have floats, but integers Wow. kikito, thank you so much for your contributions to the LOVE commun...
- Sun May 07, 2017 4:23 am
- Forum: General
- Topic: Small tips for store coordinats, eg map item, buttons...
- Replies: 15
- Views: 13264
Re: Small tips for store coordinats, eg map item, buttons...
C struct = 0.84 sec and 62mb ||| 1 value = 0.37 sec and 33mb ||| {x, y} = 1.35 sec and 197mb Interesting! What data type did you use, uint8? uint16? uint32? I suppose the struct would require at least one pointer/address more than a simple value, which would add an additional 32-bits or 64-bits for...
- Sun May 07, 2017 3:46 am
- Forum: General
- Topic: Small tips for store coordinats, eg map item, buttons...
- Replies: 15
- Views: 13264
Re: Small tips for store coordinats, eg map item, buttons...
I meant to include a link to the luajit docs for c data structures in FFI: http://luajit.org/ext_ffi.html#cdata
- Sun May 07, 2017 3:44 am
- Forum: General
- Topic: Small tips for store coordinats, eg map item, buttons...
- Replies: 15
- Views: 13264
Re: Small tips for store coordinats, eg map item, buttons...
the ever-present tradeoff between space and speed is applicable here as well An alternative method that should require less of a tradeoff is using C data structures, via luajit's FFI module. Objects with x and y properties could be defined as a C struct like this: local ffi = require("ffi"...
- Tue May 02, 2017 3:31 pm
- Forum: Libraries and Tools
- Topic: Error handler that asks user to report crash
- Replies: 26
- Views: 27130
Re: Error handler that asks user to report crash
Very cool 0x25a0! I would be interested in an error handler that automatically posts an error report to a server (say Firebase or a logging service like logEntries) and displays a screen to the user saying that it is reporting the bug and then that it successfully reported the bug when it's done... ...
- Thu Apr 27, 2017 4:50 am
- Forum: General
- Topic: Metroidvania platformer advice
- Replies: 3
- Views: 4446
Re: Metroidvania platformer advice
Bump uses "cells" of a certain size to check for collisions between objects that exist in the same cells Ditto on that, I would be very surprised if bump was a performance bottleneck for doing it all in one level. It uses a very cool cell-based system to achieve high performance. If you'r...
- Tue Apr 25, 2017 9:02 pm
- Forum: Support and Development
- Topic: Font scaling?
- Replies: 7
- Views: 9076
Re: Font scaling?
No, sorry, I think it was someone else :-) I think most people do it that way by default until they learn about graphics.scale() or the way OpenGL graphics work under the hood -- that's the way I was doing thing up until very recently.
- Tue Apr 25, 2017 3:56 pm
- Forum: Support and Development
- Topic: Font scaling?
- Replies: 7
- Views: 9076
Re: Font scaling?
xNick1: Sir_Silver's approach will work and matches the approach you have taken with the rest of your game so it may be the best for the short term. But for the long term, you really should learn about what Jasoco is talking about because it will make your game faster and your code simpler. I recent...
- Tue Apr 11, 2017 11:26 pm
- Forum: Support and Development
- Topic: [SOLVED]And yet, another padawan asking for help: multiple-input issue.
- Replies: 3
- Views: 4227
Re: And yet, another padawan asking for help: multiple-input issue.
KingMabus, I think the more typical way to handle keyboard controlled characters in love is to check the `isDown()` inside the update function, as in the example here: https://love2d.org/wiki/love.keyboard.isDown, instead of handling the keypressed and keyreleased events. keypressed and keyreleased ...
- Tue Apr 04, 2017 11:04 pm
- Forum: Libraries and Tools
- Topic: JSON based Isometric map renderer
- Replies: 9
- Views: 9888
Re: JSON based Isometric map renderer
Cool, thanks for sharing!