Search found 1078 matches
- 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...
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...