Search found 1078 matches

by micha
Sat Apr 11, 2015 7:43 am
Forum: Support and Development
Topic: sleep time
Replies: 11
Views: 2152

Re: sleep time

This line of code is inside the love.run already, so you don't have to put it anywhere manually (expect if you want to change the love.run). The purpose of this line is to tell the OS that it has some free time to take care of other processes than LÖVE. That way, the OS itself does not freeze, while...
by micha
Tue Apr 07, 2015 1:00 pm
Forum: General
Topic: Advice for game-making
Replies: 11
Views: 4190

Re: Advice for game-making

Tom Francis talked about Efficiency for Game Designers on this years GDC. He mentions something that I call the "most bang for the buck"-technique: Always tackle those issues first that give you the most value per hour of work you put in. Besides this, my favorite technique for being effic...
by micha
Mon Apr 06, 2015 9:07 pm
Forum: Support and Development
Topic: How do you make 2 controllable players and solid objects?
Replies: 3
Views: 2459

Re: I need help putting my game together......

Hi and welcome to the community! If I understand correctly, then the top code in your post is your current project. In this code you are not using love.physics. The second code you posted is a different project and you are trying to learn from it. It uses love.physics. This is one way for dealing wi...
by micha
Mon Apr 06, 2015 1:31 am
Forum: Support and Development
Topic: Fix For Laggy Delta Time
Replies: 14
Views: 8012

Re: Fix For Laggy Delta Time

Could you please upload a .love file of you code, so that we can try to reproduce the laggy behavior?
by micha
Thu Apr 02, 2015 7:17 am
Forum: General
Topic: Help with Camera boundaries
Replies: 4
Views: 2236

Re: Help with Camera boundaries

I cannot provide the fixed code for you, but here is what you can do to fix the issue: First, get used to the fact that you have two types of coordinates: world-coordinates and screen-coordinates. These can even have different units (for example meters or tiles vs. pixels). For camera implementation...
by micha
Wed Apr 01, 2015 8:07 am
Forum: General
Topic: performance too LOW!
Replies: 27
Views: 19749

Re: performance too LOW!

Some time ago, I read an article about a performance comparison of LÖVE with some other game frameworks, and LÖVE performed slowest among the tested ones. Unfortunately, I don't have the link to the article at hand. But the important question is: Is the performance only lower than in other framework...
by micha
Wed Apr 01, 2015 8:00 am
Forum: Support and Development
Topic: [solved] check if a number is po2
Replies: 13
Views: 2971

Re: [solved] check if a number is po2

I think that undef's solution is the best one, because it runs in constant time (as opposed to the loop solution of T-Bone) and it is probably more robust against rounding errors (as opposed to davisdudes solution). I haven't tested it though, so if someone can prove me wrong, I am happy to learn. f...
by micha
Fri Mar 27, 2015 6:52 am
Forum: Support and Development
Topic: Local Variable Availability - Multiple Callback Functions
Replies: 8
Views: 4857

Re: Local Variable Availability - Multiple Callback Function

I am just new to programming and it was pretty much the first thing that I learned in class. Not to use global's, that is. It is a good rule of thumb to avoid globals, because globals tend to couple code that should not be coupled. More often than not, variables are only used locally and so it is a...
by micha
Wed Mar 25, 2015 1:23 pm
Forum: General
Topic: SOS! Dt issues!
Replies: 3
Views: 2044

Re: SOS! Dt issues!

Hi and welcome to the forum. You need to replace the function declaration of the love.update by this: function love.update(dt) Otherwise the variable dt is not define inside this function. By the way: You can make your code much more readable by putting it into code-tags (mark your code and press th...
by micha
Sat Mar 21, 2015 9:52 am
Forum: Support and Development
Topic: Post delta-time
Replies: 2
Views: 1949

Re: Post delta-time

That depends on you framerate. dt is usually not 1, but a different number. So if you multiply something with dt, the value will change. If you want to keep the same apparent behavior, then you multiply by dt and then divide by the dt that you have on your computer at the moment. Usually that will b...