Search found 137 matches
- Sat Aug 07, 2021 3:22 pm
- Forum: Support and Development
- Topic: How to efficiently play an animation/video of 500 frames?
- Replies: 18
- Views: 7512
Re: How to efficiently play an animation/video of 500 frames?
<useless suggestion>
- Fri Aug 06, 2021 2:15 pm
- Forum: Support and Development
- Topic: How to efficiently play an animation/video of 500 frames?
- Replies: 18
- Views: 7512
Re: How to efficiently play an animation/video of 500 frames?
If the posted image is representative of the animation, I observe that the color green isn't used much at all. Therefore you could repurpose the green color channel as the alpha channel using a shader.
- Mon Jul 19, 2021 4:25 am
- Forum: Support and Development
- Topic: 4K support, easy way to check monitor resolution (and physics)
- Replies: 11
- Views: 10487
Re: 4K support, easy way to check monitor resolution (and physics)
Your game world simulation shouldn't have "pixels" mentioned anywhere in it. love.update() shouldn't think about pixels at all. Only in love.draw() should you calculate how to draw the game world in the current resolution. Like, sprite_width = screen_width / sprites_per_screen_width So if ...
- Sun Jul 18, 2021 2:03 am
- Forum: Support and Development
- Topic: 4K support, easy way to check monitor resolution (and physics)
- Replies: 11
- Views: 10487
Re: 4K support, easy way to check monitor resolution (and physics)
Don't model your game world in pixels. How you should model your game world depends on the type of game. Let's say you're making an arena shooter. The arena is square. I'd measure coordinates as fractions of arena size. So x=0.0 is left edge of arena, x=1.0 is right edge. It's pretty easy to draw th...
- Wed Jul 07, 2021 3:30 pm
- Forum: Libraries and Tools
- Topic: Aspect Scaling [trash]
- Replies: 12
- Views: 18167
Re: Yet Another Scale Lib
Your documentation lists getBar1() and getBar2() but I don't see these defined in the code.
- Thu Jul 01, 2021 2:06 pm
- Forum: General
- Topic: How do I use the love.video element
- Replies: 1
- Views: 5170
Re: How do I use the love.video element
You have to actually draw the video. :play() makes it go forward in time, but you have to love.graphics.draw(Video) to see anything.
- Sun Jun 27, 2021 2:38 pm
- Forum: General
- Topic: Unrelated Chemistry tips Request
- Replies: 2
- Views: 4911
Re: Unrelated Chemistry tips Request
Chemistry is the study and manipulation of moleculic structures and the substances they form. Understanding what various kinds of bonds atoms make with each other is the basis of chemistry. Then there's the wide library of reactions discovered by chemists throughout history; procedures for breaking ...
- Sun Jun 27, 2021 2:31 pm
- Forum: General
- Topic: How would I rotate a polygon in 3D space?
- Replies: 2
- Views: 4851
Re: How would I rotate a polygon in 3D space?
As you seem to be aware, the correct course of action is to study trigonometry. You're not gonna understand 3D rotations without understanding trigonometry. Search for trigonometry tutorials for game developers. Should be plenty of hits, as trig is a very useful skill to game developers, even in 2D.
- Sat Jun 26, 2021 9:38 pm
- Forum: Games and Creations
- Topic: Simplex noise editor
- Replies: 4
- Views: 10583
Re: Simplex noise editor
Code: Select all
ii=i
simpleNoise.lua:158
- Mon Jun 21, 2021 9:08 am
- Forum: General
- Topic: Best practices and things you'd like changed about Love2D
- Replies: 47
- Views: 56583
Re: Best practices and things you'd like changed about Love2D
It becomes annoying though that whenever you draw something you have to reset all the global drawing state in case some previous function modified it. So every call to love.graphics.x() has to be preceded by love.graphics.setX(). It's even more verbose than additional parameters.