Search found 34 matches
- Sun Feb 07, 2021 2:53 pm
- Forum: Support and Development
- Topic: Problem with raycasting (floor tiles)
- Replies: 5
- Views: 5664
Re: Problem with raycasting (floor tiles)
That looks a lot like lack of perspective correction applied to the mesh. Squeezing a quad without applying perspective distorts the triangles that form the quad like that. Edit: Here's an example to demonstrate the distortion, using your floor.png texture: love.graphics.setDefaultFilter("near...
- Sat Feb 06, 2021 7:36 pm
- Forum: Support and Development
- Topic: Problem with raycasting (floor tiles)
- Replies: 5
- Views: 5664
Re: Problem with raycasting
Okay, i've successfully added textures for walls, but i'm having some troubles with the floor: the math is more or less done, but when i try to draw floor tiles (using meshes) i get this strange effect: textured.png I've tried drawing a texture using meshes stripe by stripe and it's distorted too (b...
- Fri Feb 05, 2021 1:23 pm
- Forum: Support and Development
- Topic: Problem with raycasting (floor tiles)
- Replies: 5
- Views: 5664
Re: Problem with raycasting
It looks like a problem with Löve's line algorithm; not sure if it's a bug or just an expected loss of precision. Here is a test case, not sure if it can be reproduced everywhere: love.graphics.setLineStyle("rough") function love.draw() love.graphics.line(70, 49138.421592350249, 70, -4865...
- Fri Feb 05, 2021 11:48 am
- Forum: Support and Development
- Topic: Problem with raycasting (floor tiles)
- Replies: 5
- Views: 5664
Problem with raycasting (floor tiles)
EDIT: Solved, but i have another issue with floor rendering using meshes (found below) Hi all! I've started working on a raycasting engine in love2d but i'm facing my first problem: sometimes when i get too close to a wall the screen won't render correctly. I'm still at the untextured stage of the e...
- Thu Feb 04, 2021 12:57 pm
- Forum: Games and Creations
- Topic: Turn based battle system (final fantasy-ish)
- Replies: 3
- Views: 6414
Re: Turn based battle system (final fantasy-ish)
This is a neat accomplishment! I forgot that I was even playing an alpha demo. I loled when I got 0 of everything but still "leveled up". Thank you :awesome: Nice! Really gives me nostalgia, especially that victory music(it says final fantasy 3 but I think I've heard it in another game). ...
- Mon Feb 01, 2021 7:43 am
- Forum: Libraries and Tools
- Topic: Javaesque library
- Replies: 3
- Views: 9906
Re: Javaesque library
Wow! I've developed my own OOP library with property support in lua and i was planning to release it today, but now looking at yours i feel ashamed :brows: I didn't even think it was possible to simulate keywords like you did! Very good job by the way. I'll stick to mine at the moment because i need...
- Fri Jan 29, 2021 4:23 pm
- Forum: Games and Creations
- Topic: Turn based battle system (final fantasy-ish)
- Replies: 3
- Views: 6414
Turn based battle system (final fantasy-ish)
Hi all! For the last month(s) i've been working on a 2d JRPG similar to final fantasy 6. I've programmed the exploration and menu states in java, but i've decided to migrate the game to love2d, starting with something completely new to me: the battle system. The battle system is a side-view (like fi...
- Mon May 04, 2020 7:34 pm
- Forum: Support and Development
- Topic: Is it a good idea to load all resources at the beginning of my game ?
- Replies: 10
- Views: 6910
Re: Is it a good idea to load all resources at the beginning of my game ?
I don't know if it's a good or a bad practice (comments and suggestions are welcome!), but if i'm programming a small game with a limited amount of resources (5/10/20 images, 2/3 sound/music effects) i'd try to load them at the beginning (love.load). If the game is bigger (a platform with a lot of d...
- Wed Apr 15, 2020 6:09 pm
- Forum: Support and Development
- Topic: Need help with light effects using shaders
- Replies: 1
- Views: 1258
Need help with light effects using shaders
Hi all! I'm trying to implement simple light effects in my game. I've tried and succeeded using blend mode, but I'd like to replicate it using shaders to compare performances (and since I'm already using shaders for grayscale I don't like the idea of mixing two different approaches). Since I'm quite...
- Fri Apr 03, 2020 3:34 pm
- Forum: Support and Development
- Topic: Make ParticleSystem start immediately + fog effect
- Replies: 2
- Views: 2292
Re: Make ParticleSystem start immediately + fog effect
Thank you, ReFreezed. This morning i've tried calling update passing 1 as dt but it didn't work. Your solution works perfectly!