Search found 33 matches
- Thu Mar 26, 2009 5:44 am
- Forum: General
- Topic: ETA for löve on LuaJIT?
- Replies: 9
- Views: 3760
Re: ETA for löve on LuaJIT?
The "they" is just one guy, the Mike Pall that rude quoted above. It sounds like he's got his hands full with this beast: http://lua-users.org/lists/lua-l/2008-02/msg00051.html (Which should be all kinds of awesome.) However, the 5.1.4 LuaJIT and DynASM code are available, and he has taken...
- Sun Mar 22, 2009 6:30 pm
- Forum: Libraries and Tools
- Topic: TacoShell, sample program
- Replies: 12
- Views: 12015
TacoShell, sample program
Some of my coworkers and I are planning to put together little demos / prototypes / experiments / etc. and start posting them at the Xibalba blog . At least, once we've got the settings that allow for that. At the moment I can't get the .love / .zip upload to take, so I'll post this here and link to...
- Sat Mar 21, 2009 3:31 am
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1024095
Re: Avatars: OBEY!
This was more or less ready for a while, but I was too lazy to upload it.
Hereby, an attempt to combine a hastily-drawn unicorn, a rainbow, and a bad pun.
Hereby, an attempt to combine a hastily-drawn unicorn, a rainbow, and a bad pun.
- Fri Mar 20, 2009 6:55 pm
- Forum: General
- Topic: Conversations in games
- Replies: 15
- Views: 6073
Re: Conversations in games
Care to explain it? Maybe PM if people are offended by OT posting. Elsewhere our SABDFL threatened to ban the first one to stay on topic... :megagrin: Basically, to keep access private, you need keys that can't be guessed.[1] This rules out strings (and numbers and booleans), but anything that you ...
- Thu Mar 19, 2009 7:19 pm
- Forum: General
- Topic: Conversations in games
- Replies: 15
- Views: 6073
Re: Conversations in games
I haven't had a chance to try it yet. That's also on the TODO list. :) (I have immediate practical applications for it, e.g. using the code walker tools to auto-generate private keys for instance variables, which is now a painful exercise and results in a sea of brackets.) From reading around on the...
- Thu Mar 19, 2009 5:41 am
- Forum: General
- Topic: Conversations in games
- Replies: 15
- Views: 6073
Re: Conversations in games
As far as the database thing goes, you might be able to make a facts / rules system along the lines of this: Query system or the "Query Compiler" chapter of this: On Lisp (Since you mention "Code is data" I assume you're not afraid of parentheses. :P) I've been planning to experi...
- Thu Mar 19, 2009 3:48 am
- Forum: General
- Topic: Love on a Higher Level
- Replies: 5
- Views: 2693
Re: Love on a Higher Level
The closure will slow it down negligibly, but upvalues are still fast. This is a pretty decent summary: http://lua-users.org/lists/lua-l/2008-08/msg00089.html If you expect your app to scale up, and / or play well with others, it's a good habit to favor locals anyhow. Otherwise you WILL stomp on var...
- Mon Mar 09, 2009 1:57 pm
- Forum: Libraries and Tools
- Topic: Drawing a perspective grid (Solved)
- Replies: 12
- Views: 13260
Re: Drawing a perspective grid (Solved)
It actually occurred to me now, as I groggily awoke, that all the DZ parts of the code cancel with one another, and so that part is superfluous. Then the above snippets become: local DX = GRID_TOP_XI - GRID_BOTTOM_XI local DY = GRID_TOP_YI - GRID_BOTTOM_YI local SCALE = .8 -- Tune just this local BA...
- Mon Mar 09, 2009 6:43 am
- Forum: Libraries and Tools
- Topic: Drawing a perspective grid (Solved)
- Replies: 12
- Views: 13260
Re: Drawing a perspective grid (Solved)
Well, if you're done with this, just move along, I guess. But here's an off-the-cuff trig idea. A useful mental model here is to compare the grid against a "real" object, which for your purposes is probably a rectangular grid, with left and right sides at fixed x-values (say GRID_BOTTOM_XI...
- Tue Feb 24, 2009 6:57 pm
- Forum: Support and Development
- Topic: Raycasting help
- Replies: 7
- Views: 7045
Re: Raycasting help
I'm not sure if this will be a big win, as the process itself sounds rather expensive, but in any tight loop in Lua the obvious improvement is, before the code in question, to do: local point = love.graphics.point Assuming you haven't already done this, of course. In the love.graphics.point form thi...