I made this thing, I have no future plans for it, decided to post it here.
Enjoy!
i made this thing
- childonline
- Prole
- Posts: 15
- Joined: Thu Dec 30, 2010 11:06 am
i made this thing
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- main.love
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Re: i made this thing
what is it?
Our LÖVE Gamedev blog Zabuyaki (an open source retro beat 'em up game). Twitter: @Zabuyaki.
LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua
LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua
Re: i made this thing
steering beaviours / flocking simulation it seems. I think the color of each particle is based on it's movement angle too. It shouldn't be too hard to add mouse input deflecting them, I think that would be pretty cool?D0NM wrote:what is it?
Re: i made this thing
I don't really know what this is, but it's beautiful.
Re: i made this thing
It's somehow relaxing to watch. I really like it!
- Sir_Silver
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Re: i made this thing
Very cool, it would be nice though if you talked a little bit about exactly whats goin' on here
Re: i made this thing
Good job. It looks cool which is a good start,
but I do have some suggestions:
- Don't use a huge bitmap when the background is an array of dots
- The current way you're using 'setmetatable' doesn't look correct -
sometimes you're using metabales and sometimes you're passing the 'self' reference manually.
Generally you need 1 table for the interface, one for the metatable and one for each instance,
You don't need metatables unless there is inheritance involved
- Don't clamp vectors along the x/y axis separately, clamp them based on length
- math.atan2 accepts Y as the first parameter
- use locals for temporary variables (ex: "vehicle.lua:232") - "strict.lua" can help you pinpoint these
- I didn't know the demo was interactive without looking at the code,
Either way you want to use abstraction for your 'vehicle' class so that it's not dependent on love2d's mouse
- mention Reynolds or Buckland in the comments
Good luck!
but I do have some suggestions:
- Don't use a huge bitmap when the background is an array of dots
- The current way you're using 'setmetatable' doesn't look correct -
sometimes you're using metabales and sometimes you're passing the 'self' reference manually.
Generally you need 1 table for the interface, one for the metatable and one for each instance,
You don't need metatables unless there is inheritance involved
- Don't clamp vectors along the x/y axis separately, clamp them based on length
- math.atan2 accepts Y as the first parameter
- use locals for temporary variables (ex: "vehicle.lua:232") - "strict.lua" can help you pinpoint these
- I didn't know the demo was interactive without looking at the code,
Either way you want to use abstraction for your 'vehicle' class so that it's not dependent on love2d's mouse
- mention Reynolds or Buckland in the comments
Good luck!
Re: i made this thing
^ This. Plus I'm still wondering how he managed to create an uncompressed PNG. (It compresses well when zipped, so it doesn't matter too much, but it's 17K in normal compressed PNG format, compared to the 33K it uses when zipped, i.e. 50% the size).ivan wrote: - Don't use a huge bitmap when the background is an array of dots
childonline, I'm curious about what tool you used to save this png.
Sometimes it may be convenient to swap them. In particular, when you use an angle convention where north is 0° and angle increases clockwise, which is a convention used in navigation (except that in LÖVE, due to positive Y pointing down instead of up, 0° is south and the angle increases counter-clockwise).- math.atan2 accepts Y as the first parameter
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