Search found 34 matches

by Tabaqui
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...
by Tabaqui
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...
by Tabaqui
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...
by Tabaqui
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...
by Tabaqui
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). ...
by Tabaqui
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...
by Tabaqui
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...
by Tabaqui
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...
by Tabaqui
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...
by Tabaqui
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!