Search found 20 matches

by caldur
Sat Oct 25, 2014 1:16 am
Forum: Support and Development
Topic: Table Spawning and Collision
Replies: 2
Views: 2325

Re: Table Spawning and Collision

Well, then you need to do collision detection (and properly resolve them). If you won't have a large number of entities on screen then simple looping will do; represent entities with axis aligned bounding boxes and check collision among them (even at O(n^2) it should be acceptable). However if you h...
by caldur
Wed Oct 22, 2014 3:49 am
Forum: Support and Development
Topic: Common game translations
Replies: 93
Views: 65552

Re: Common game translations

All right, pretty much done with the translation. Pls note that: 1. There are items whose exact function I am not entirely sure of; I have inserted some comments to signify those 2. I used full-width characters for punctuations consistently. I am not sure how it will look when actually displayed in ...
by caldur
Tue Oct 21, 2014 7:01 am
Forum: Support and Development
Topic: "loop in gettable" when I add 100 objects to an array
Replies: 4
Views: 5771

Re: "loop in gettable" when I add 100 objects to an array

plu is right, it seems to me that your problem roots in the way of importing script files the common practice would be: --bullet.lua local bullet = {} --all the functions here return bullet --main.lua, or any other files using bullets local Bullet = require("bullet") --blah blah b = Bullet...
by caldur
Tue Oct 21, 2014 4:05 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 26020

Re: Capped frame limit for no reason *sigh*

I actually solved this problem for myself with a custom game loop / love.run function , but i needed to bork some things in the process; namely love.timer.getDelta and getAverageDelta. (or i could have just borked getFPS though; but either one or the other) *In the pastebin'd file, i commented out ...
by caldur
Tue Oct 21, 2014 12:35 am
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 26020

Re: Capped frame limit for no reason *sigh*

Well, I copied standard function love.run() from Wiki page and commented out line "if love.timer then love.timer.sleep(0.001) end" at the end. And now it shows 125 FPS (Windows 7 64-bit and Xubuntu 13.10 64-bit) Though I don't understand what is the purpose of this line... Tried and didn'...
by caldur
Mon Oct 20, 2014 1:26 pm
Forum: Support and Development
Topic: Capped frame limit for no reason *sigh*
Replies: 44
Views: 26020

Re: Capped frame limit for no reason *sigh*

Correct me if I got it wrong, but the way Love (and OpenGL) implements vsync is as follows: when vsync is enabled, the love.graphics.present() call, which is essentially an GL swapbuffer, is delayed to match the monitor refresh rate. Since the default love.run() calls love.update and love.draw withi...
by caldur
Mon Oct 20, 2014 12:26 am
Forum: Support and Development
Topic: Common game translations
Replies: 93
Views: 65552

Re: Common game translations

Caldur, in case you don't have access to Google docs, here is an ini file for Chinese. Note that the "date" and "territory" sections are already translated. Any help with would be of great value! :) Cool. I'm like half-way through the translation, so if time permits (and I'm on ...
by caldur
Fri Oct 17, 2014 7:05 am
Forum: Support and Development
Topic: Common game translations
Replies: 93
Views: 65552

Re: Common game translations

Er... would LOVE to contribute, but the problem is I am based in Mainland China and google docs unfortunately is not reachable from behind the GFW....
by caldur
Sun Jun 29, 2014 7:09 pm
Forum: Support and Development
Topic: Hardon Collider shapesInRange()
Replies: 2
Views: 2881

Re: Hardon Collider shapesInRange()

Well just add HC._hash:draw() to the beginning of your love.draw() and you will see why... shapesInRange() works as follows: it iterates through all the spatial hash grids the range rectangle covers and simply collects everything within such grids; therefore unless the size of your objects (and in y...
by caldur
Tue Apr 17, 2012 3:37 pm
Forum: General
Topic: How to handle movement - new to löve
Replies: 7
Views: 3827

Re: How to handle movement - new to löve

Well I guess what you mean is that the collision check is not 100% accurate, right? The thing is with a normal computer and normal human being, seriously, it doesn't make difference, because players can't tell, really. Of course you can use some projection type of collision detection mechanism to &q...