Search found 262 matches
- Wed Feb 28, 2018 4:32 pm
- Forum: General
- Topic: Why faking 3D nowadays?
- Replies: 46
- Views: 39810
Re: Why faking 3D nowadays?
Thanks a lot for your answers! I guess I should've been more specific, though. Love3d and other projects I saw here (love2d forums & github) use shaders and/or ffi in order to achieve proper 3d representation. Heck, even raycasters tend to be hardware-dependent (can't find a single raycaster tha...
- Tue Feb 27, 2018 6:01 pm
- Forum: General
- Topic: Why faking 3D nowadays?
- Replies: 46
- Views: 39810
Re: Why faking 3D nowadays?
Sorry for necroposting, but this is relevant to some degree. Do we even need to fake 3d or not? 0.11.x seem to promise (I base this statement upon the info @ love3d github page) far more extensive 3d support than love3d ever had, but what's the state of that suppor as of now? Unfortunatelly, I saw n...
- Thu Jan 11, 2018 8:07 am
- Forum: Support and Development
- Topic: [solved] How to exlude collision detection with a certain shape in HC (hardon collider)
- Replies: 2
- Views: 2954
Re: How to exlude collision detection with a certain shape in HC (hardon collider)
Thanks!
It turned out I had a typo somewhere, since after I unified all the names (now every object has hco property with a reference to HC shape) my code worked as well as yours!
Cheers! ^_^
It turned out I had a typo somewhere, since after I unified all the names (now every object has hco property with a reference to HC shape) my code worked as well as yours!
Cheers! ^_^
- Mon Jan 08, 2018 12:14 pm
- Forum: Support and Development
- Topic: [solved] How to exlude collision detection with a certain shape in HC (hardon collider)
- Replies: 2
- Views: 2954
[solved] How to exlude collision detection with a certain shape in HC (hardon collider)
Sorry if this has been answered over and over again, but the search here just won't obey... Right now Ii'm using this for shape, delta in pairs(game.world:collisions(bullet.hco)) do if shape~=game.player.body then del[#del+1] = i break end end to detect whether I should/shouldn't delete a shape. gam...
- Sun Oct 29, 2017 9:14 am
- Forum: Libraries and Tools
- Topic: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
- Replies: 71
- Views: 100128
Re: Textured Raycaster [Multiple Levels! Door Covers! Jumping!]
If anyone would make this in a library then please (!!!) mind Android too.
Currently the latest demo doesn't work on a pretty decent HW (Adreno 530 GPU, 4 Gigs of RAM, 4x2.4GHz core) due to the heavy shader usage (at least I believe that's the root of all problems).
Cheers!
Currently the latest demo doesn't work on a pretty decent HW (Adreno 530 GPU, 4 Gigs of RAM, 4x2.4GHz core) due to the heavy shader usage (at least I believe that's the root of all problems).
Cheers!
- Sun Oct 29, 2017 9:06 am
- Forum: Support and Development
- Topic: How to make a doom-like engine/game?
- Replies: 13
- Views: 15136
Re: How to make a doom-like engine/game?
I'll just leave this here. Go find the differences, oh Brave Warrior of the SourceCode ^_^
- Fri Jul 21, 2017 3:23 pm
- Forum: Games and Creations
- Topic: BRiTEBOT - 3D Puzzle game
- Replies: 7
- Views: 12219
Re: BRiTEBOT - 3D Puzzle game
WOW. Just wow...
Other than the game being uber-cool, how did you... 3d-ed this?
I've found no shaders for that and no love3d. A raycaster, maybe?
Other than the game being uber-cool, how did you... 3d-ed this?
I've found no shaders for that and no love3d. A raycaster, maybe?
- Mon Jul 17, 2017 2:09 pm
- Forum: Support and Development
- Topic: [Solved] How to kill thread on any error?
- Replies: 10
- Views: 15817
Re: How to kill thread on any error?
Oh, I got it now.
Thanks, bartbes!
Thanks, bartbes!
- Mon Jul 17, 2017 2:05 pm
- Forum: Libraries and Tools
- Topic: sock.lua - A simple networking library for LÖVE
- Replies: 80
- Views: 73064
Re: sock.lua - A simple networking library for LÖVE
Uhmm... I've studied undelying enet lib's articles on the wiki. It seems threre's no way to send percentage updates, since I can't control how enet splits a huge 20Mb file into tiny packets. Sock counts packets, true, but it calls any message a packet - be it a number or a serialized bunary data of ...
- Mon Jul 17, 2017 1:33 pm
- Forum: Support and Development
- Topic: [Solved] How to kill thread on any error?
- Replies: 10
- Views: 15817
Re: How to kill thread on any error?
Wow. Thanks everyone! The thing which lead me into believeing thread's not killed was the ability to index that thread variable. Kinda expected it to throw "attempt to index a nil value" error. As for changing behavior, I guess if wiki said the error will be returned forever I'd just ignor...