Search found 11 matches
- Sun May 03, 2009 11:19 pm
- Forum: Support and Development
- Topic: Gravity problems
- Replies: 8
- Views: 4831
Re: Gravity problems
Ive had this problem too in the past and instead of opting to using Camera for scaling I wrote my own scaling methods which you can find here: http://love2d.org/forum/viewtopic.php?f=4&t=666#p6329 . That whole post may be helpful. Also if you are looking to make a physics based platforming game ...
- Fri May 01, 2009 6:45 pm
- Forum: Libraries and Tools
- Topic: Physics based Platform engine
- Replies: 2
- Views: 3807
Re: Physics based Platform engine
Yeah I plan on making everything much more modular in the future. Right now like I said the setup is very specific because I am working on a game, but I will make it general for an official release. I started working on the level designer last night. What kind of features would be important for a pl...
- Thu Apr 30, 2009 10:03 pm
- Forum: Libraries and Tools
- Topic: Physics based Platform engine
- Replies: 2
- Views: 3807
Physics based Platform engine
This is the very begging of what I hope to be a full fledge physics based platform engine made with Love. I thought I would just post this up in case it could help anyone who is trying to create something similar. Any help or suggestions are welcomed. For now since this is really just my attempt to ...
- Wed Apr 22, 2009 11:53 pm
- Forum: Support and Development
- Topic: Sensors in the Physics engine
- Replies: 2
- Views: 3535
Sensors in the Physics engine
What I need is a physics object that contacts other object but doesnt actually effect their motion. For example I want to make a retangle that triggers a collision even with the player and as a result the player will then move slower or stay afloat. I figure this is what sensor is for, but when I tr...
- Fri Apr 17, 2009 8:18 pm
- Forum: Libraries and Tools
- Topic: Greenshell (Game Framework)
- Replies: 3
- Views: 5323
Re: Greenshell (Game Framework)
Do you have certain ideas for what you want to add? And will it be available only once one is able to make a game with it or will you release it as you work on it?
- Fri Apr 17, 2009 7:43 pm
- Forum: Support and Development
- Topic: Apply Force Relative To Rotation?
- Replies: 14
- Views: 22071
Re: Apply Force Relative To Rotation?
yeah I didnt run your code but I know for whatever reason the physics engine likes small numbers like less than 10 so what you can do is scale the physics part of your game down and then upscale them for drawing. You can do this via CAMERA which havent gotten to work but thats because Ive been using...
- Fri Apr 17, 2009 4:34 pm
- Forum: Support and Development
- Topic: Apply Force Relative To Rotation?
- Replies: 14
- Views: 22071
Re: Apply Force Relative To Rotation?
if you are storing the angle, say as theta, and give the amount of force you want to apply as R, then you would get something like this: something:applyForce(R*math.cos(theta),R*math.sin(theta)) I have to warn you though, Impulse and Force have been giving me problems and from what I hear are broken...
- Thu Apr 16, 2009 2:39 am
- Forum: Support and Development
- Topic: Physics are a pain.
- Replies: 9
- Views: 9127
Integrating Envy with CAMERA
Hey so now Im trying to use CAMERA to scale everything and got most of it too work but Im finding problems with stuff such as text. I was wondering if there is a particularly good way to integrate CAMERA and Envy...
- Tue Apr 14, 2009 9:21 pm
- Forum: Support and Development
- Topic: Physics are a pain.
- Replies: 9
- Views: 9127
Re: Physics are a pain.
Thank you Alex. I sent you a PM about the patch how exactly to scale. I have also noticed that setVelocity() must be broken too because I tried that approach as well storing the old vertical component and changing only the horizontal component... Xcmd: I did notice that it does continue to fall but ...
- Tue Apr 14, 2009 1:12 am
- Forum: Support and Development
- Topic: Physics are a pain.
- Replies: 9
- Views: 9127
Re: Physics are a pain.
Ok, I changed your example a little so as to make the controls apply impulse and force constantly while the button is pressed. This is more what it would be like for a platform game for the side to side movement. When I do this one of my problems with the physics engine becomes apparent. As the obje...