In regards to the x/y axis, that was mostly about where the positive directions lie for each one. As far as I remember: x positive goes from left to right, and y positive goes from top to bottom.
Other than that, I like the scaling factor, that should satisfy anyone with different preferences for unit of measurement. Thanks!
Upcoming features for LOVE 0.6.0
Re: Upcoming features for LOVE 0.6.0
Oh, right. Well no, there is no plan for such a conversion. And as they are, the axes correpond to LÖVE's coordinate system, so it's pretty handy.Igmon wrote:In regards to the x/y axis, that was mostly about where the positive directions lie for each one. As far as I remember: x positive goes from left to right, and y positive goes from top to bottom.
"When in doubt, use brute force." Ken Thompson
Re: Upcoming features for LOVE 0.6.0
Will this major rewrite not just majorly mess up all current games? D= oh noes!
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Re: Upcoming features for LOVE 0.6.0
Backwards compatibility was thrown out the window as soon as possible
Re: Upcoming features for LOVE 0.6.0
This is a pre-1.0 release, so things like API breakage are to be expected.SnakeFace wrote:Will this major rewrite not just majorly mess up all current games? D= oh noes!
Re: Upcoming features for LOVE 0.6.0
I'm fairly sure 0.5.0 isn't very backwards compatible with 0.4.0...
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Re: Upcoming features for LOVE 0.6.0
Actually, the difference wasn't too big, in 0.5 the biggest changes were things that were added, not changed. (for example love.physics IIRC)
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Re: Upcoming features for LOVE 0.6.0
I've been trying to make Jump Game forward compatible with LÖVE 0.6.0, but because 0.6.0 is not ready yet, is doing that quite hard.
Help us help you: attach a .love.
Re: Upcoming features for LOVE 0.6.0
I never really understood why the physics system used something other then the pixel based coords...Tenoch wrote:Oh, right. Well no, there is no plan for such a conversion. And as they are, the axes correpond to LÖVE's coordinate system, so it's pretty handy.Igmon wrote:In regards to the x/y axis, that was mostly about where the positive directions lie for each one. As far as I remember: x positive goes from left to right, and y positive goes from top to bottom.
Re: Upcoming features for LOVE 0.6.0
Actually I wonder if this sentence (and my previous one) make any sense at all. The physics sim doesn't have a direction for axes. It doesn't have a left or a right. It just crunches the numbers and *you* have to be consistent in what you feed it. *you* actually decide that positive x is to the right because it fits your drawing, and that gravity is toward positive y because it makes stuff fall "down"
And it doesn't know about pixels either. You can use Box2D to make simulations without visuals. That's why they decide that units are MKS (meters kilograms seconds) based, and well, you do what you want with that...
And it doesn't know about pixels either. You can use Box2D to make simulations without visuals. That's why they decide that units are MKS (meters kilograms seconds) based, and well, you do what you want with that...
"When in doubt, use brute force." Ken Thompson
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