Search found 28 matches
- Thu Apr 16, 2015 10:57 am
- Forum: Libraries and Tools
- Topic: [library/wip] Löve Bone: 2D Skeletal Animations
- Replies: 20
- Views: 44096
Re: [library/wip] Löve Bone: 2D Skeletal Animations
Would be pretty awesome if someone would develop a Spine importer for this. There's a love2d runtime for Spine animations already... but it only plays the animations. Your system adds some great features on top of that.
- Tue Mar 03, 2015 2:01 am
- Forum: Support and Development
- Topic: A Bunch Of Joystick Questions
- Replies: 14
- Views: 9520
Re: A Bunch Of Joystick Questions
I haven't played with this myself that much, but you can use love.joystick.loadGamepadMappings to load SDL's gamecontrollerdb.txt and instantly support a variety of gamepads. Maybe that will help with your mapping issue? And the trigger buttons are usually mapped to an axis so use Joystick:getAxes t...
- Tue Mar 03, 2015 1:47 am
- Forum: Support and Development
- Topic: The use of dt
- Replies: 13
- Views: 6637
Re: The use of dt
Hey, I haven't implemented dt to every equation yet. If I think I got a perfect timing for example a laser timer, without dt as a factor, do I have to recalibrate that perfect timing when I implement dt? Don't quite get what you're saying here. Point is, the dt variable just indicates how much time...
- Fri Apr 18, 2014 9:21 pm
- Forum: Libraries and Tools
- Topic: Lovebird : A browser-based debug console
- Replies: 17
- Views: 17598
Re: Lovebird : A browser-based debug console
I intentionally wrote lovebird to use blocking sockets for the sake of simplicity, if I were to handle things asynchronously it would have unfortunately added unneeded complexity and potentially improved nothing. In my testing, unless you were doing something like displaying 10,000, variables in th...
- Fri Apr 18, 2014 1:33 pm
- Forum: Libraries and Tools
- Topic: Lovebird : A browser-based debug console
- Replies: 17
- Views: 17598
Re: Lovebird : A browser-based debug console
This is pretty neat. One problem though. I notice that when running my game, the thread constantly stalls for a quarter of a second. I traced this down to the client:receive() call on line 540 here: https://github.com/rxi/lovebird/blob/master/lovebird.lua It might be worth making the lua socket call...
- Mon Apr 29, 2013 2:23 pm
- Forum: Support and Development
- Topic: Raycasting with shapes?
- Replies: 2
- Views: 2755
Re: Raycasting with shapes?
That solution jumped to mind before. Requires some additional coding to put into a single function call but I guess it's do-able. That would be the easiest / robust solution then?
- Mon Apr 29, 2013 11:41 am
- Forum: Support and Development
- Topic: Raycasting with shapes?
- Replies: 2
- Views: 2755
Raycasting with shapes?
To give some context for this problem: I have a top-down game where the player slashes with his sword in a quarter-ish circle arc. I use the physics system to detect what bodies it hit. Right now, the only way I can think of doing this is is by casting multiple rays distributed over the triangle are...
- Sat Jan 12, 2013 5:51 pm
- Forum: Support and Development
- Topic: Decompressing zip / gzip files
- Replies: 2
- Views: 3088
Re: Decompressing zip / gzip files
But what in the case of external resources?
- Sat Jan 12, 2013 3:45 pm
- Forum: Support and Development
- Topic: Decompressing zip / gzip files
- Replies: 2
- Views: 3088
Decompressing zip / gzip files
I'm compressing some of my game content to greatly reduce the size of my project (in .zip or .gz files). However, I'm wondering how I can decompress it during runtime. Can you guys recommend a method? Preferably with as few dependencies as possible.
- Sat Jan 05, 2013 12:46 pm
- Forum: Support and Development
- Topic: lovel.filesystem.load and Lua files in working directory
- Replies: 3
- Views: 3132
lovel.filesystem.load and Lua files in working directory
I'm using TileD to create lua files that export tables full of level data. So a file level.lua looks like "return { verybigtable }". Now I know you could do func = love.filesystem.load("level.lua") and then do func() to return the table. The problem is, I want to have the level l...