Search found 9 matches
- Tue Aug 07, 2018 1:19 am
- Forum: General
- Topic: custom fixed timestep
- Replies: 6
- Views: 4382
Re: custom fixed timestep
Thanks pigmeno! Interesting, i didn't know that and it seems it was both a problem with vsync and a problem with my code. I think I fixed it. I'll try so summarize both the problem and the fix now so this can hopefully help anyone who might have a similar problem. First problem, I made a mistake and...
- Mon Aug 06, 2018 11:37 pm
- Forum: General
- Topic: custom fixed timestep
- Replies: 6
- Views: 4382
Re: custom fixed timestep
Thanks for you reply zorg! Yes I do, this is why I pass FRAME_DT (fixed frame delay duration) to love.update in my game loop. And I use it in my update code (like xposition = xposition + xvelocity*dt). I too thought I forgot to do this at first due to the problem, but no.
- Mon Aug 06, 2018 11:01 pm
- Forum: General
- Topic: custom fixed timestep
- Replies: 6
- Views: 4382
Re: custom fixed timestep
Thanks for your reply pgimeno :) yep, I've disabled vsync (set it to 0). Just curious, how exactly could it interfere with what I want to do ? Also, thanks for your suggestion for love.graphics.present(). It makes total sense. I put it here because it seemed logical (player see an image every FRAME_...
- Mon Aug 06, 2018 10:24 pm
- Forum: General
- Topic: Need ideeas for a game!
- Replies: 31
- Views: 24783
Re: Need ideeas for a game!
I suggest study very old games (use emulators or YouTube) and think about these questions: what is the minimum amount of elements that can make a game a game. Example: pong -> 4 elements (field/screen, player1, player2, ball). What is the minimum amount of rules that can make a game a game. pong -> ...
- Mon Aug 06, 2018 10:13 pm
- Forum: General
- Topic: Looking for someone to work with/teach me about some things.
- Replies: 2
- Views: 2969
Re: Looking for someone to work with/teach me about some things.
Same here, don't have the time to work in tandem but would be happy to help with specific problems if I can
- Mon Aug 06, 2018 9:50 pm
- Forum: General
- Topic: custom fixed timestep
- Replies: 6
- Views: 4382
custom fixed timestep
Hey everyone, I've been trying to rewrite love.run() function to implement fixed timestep the way I want it to work. Basically I set a dt constant value (FRAME_DT). After that I execute love.load(), then enter a game loop. Then in the game loop I want to do this: check time since programme started, ...
- Wed May 30, 2018 12:29 am
- Forum: General
- Topic: tilemap vs decimal coordinates
- Replies: 5
- Views: 3731
Re: tilemap vs decimal coordinates
And Ivan, you got me intrigued by your "So you don't need to use AABB checks at all, just check if the tile coords are not blocked. In terms of the animations, you can add "smooth" transition where objects would be interpolated between tiles. " Could you please elaborate on how y...
- Wed May 30, 2018 12:20 am
- Forum: General
- Topic: tilemap vs decimal coordinates
- Replies: 5
- Views: 3731
Re: tilemap vs decimal coordinates
I know it's been a while now (got tor absorbed by my experiments), but thank you both for the time you took to reply! I enjoyed reading your post ReFreezed, so your wall of text was not typed in vain (hope your' laying down' worked and your brain stamina is back and kicking, aha). One thing I must h...
- Sat May 19, 2018 5:17 am
- Forum: General
- Topic: tilemap vs decimal coordinates
- Replies: 5
- Views: 3731
tilemap vs decimal coordinates
Hi there ! I'm trying to wrap my head around tilemap collision detection and response with love2d and I'm hitting a sort of conceptual roadblock. Here is what I mean by that. Wrinting an 'AABB vs AABB' test when the AABB's have decimal world coordinates test is kind of easy : function rectOverlap(pR...