Search found 1911 matches

by ivan
Sat Apr 21, 2012 8:40 am
Forum: General
Topic: The worlds two worst variable names
Replies: 8
Views: 3398

Re: The worlds two worst variable names

Cool article. Although I have to disagree that ALL variables need to be descriptive. Especially with temp/local variables I find it easier to use 'local a =' or 'local x1, y2 =', etc. It just makes the code shorter compared to descriptive variable names. Naming classes, on the other hand, I find to ...
by ivan
Thu Apr 19, 2012 10:22 am
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 62264

Re: Fizz X

Hi everybody, I'm still updating FizzX from time to time.
Recently I've added 'incomplete' support for line shapes.
by ivan
Sat Feb 25, 2012 2:47 pm
Forum: Libraries and Tools
Topic: Learning AI
Replies: 20
Views: 8974

Re: Learning AI

Reminds me a little bit of:
http://www.jabberwacky.com/

An interesting experiment would be to submit/download responses via LuaSocket to a server so you can have a growing database.
by ivan
Fri Feb 17, 2012 7:49 am
Forum: General
Topic: Indie Game: The Movie
Replies: 23
Views: 4968

Re: Indie Game: The Movie

Nah, I wouldn't say this docu is 'mainstream'. If I remember correctly it was made by some people who got funded through kickstarter. I only watched a few bits but it seems that they only interviewed a few 'successful' indies. Real indies don't star in movies anyways we're too busy programming in so...
by ivan
Tue Feb 14, 2012 5:58 am
Forum: General
Topic: global constants in the name of efficiency
Replies: 7
Views: 5661

Re: global constants in the name of efficiency

Like robin said, it's usually better to use stings instead of globals - something like: if tile == "wall" then Lua checks strings very quickly because it just compares their reference in memory. Constant strings usually make your code more legible/maintainable too. The major bottlenecks in...
by ivan
Sun Feb 12, 2012 8:25 am
Forum: Support and Development
Topic: Why isn't this collision check working?
Replies: 2
Views: 979

Re: Why isn't this collision check working?

You are overwriting the 'str' variable anytime a collision check fails.
Haven't tested your .love file but I suspect you would have to change the logic to something like:

Code: Select all

str = 'false'
for i = 1, #balls do
  if (collision) then
    str = 'true'
    break
  end
end
by ivan
Thu Feb 09, 2012 3:40 pm
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 62264

Re: Fizz X

Ah yes, I think taehl should have the final say since he came up with the original version of Fizz. :)
by ivan
Wed Feb 08, 2012 8:23 am
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 62264

Re: Fizz X

tentus wrote:Collision Helper Utility Beta By Ivan. CHUBBI.

Sorry, that's the best I can do offhand. I'll think of something better later.
Not bad, maybe if it was shortened to just: Collision Helper Utility (CHU)
Collision Utility - Modified?
Ouch.
by ivan
Tue Feb 07, 2012 11:32 pm
Forum: General
Topic: Collision response libraries
Replies: 17
Views: 4506

Re: Collision response libraries

I'd love to use Box2D if it wasn't for that physics bodies limit. :? Box2D can simulate quite a high number of proxies. The max number limit(which can be adjusted if you re-build the lib yourself) makes sure that the simulation can run in realtime. There's no point in simulating thousands of shapes...
by ivan
Tue Feb 07, 2012 10:29 pm
Forum: Libraries and Tools
Topic: Fizz X
Replies: 85
Views: 62264

Re: Fizz X

Hi again. So how do you plan on making things like smooth-moving elevators which can handle variable weight, unsteady dt, etc.? I may be biased, but I thought movex/movey did a pretty good job. And this is a feature that's pretty much required. Perhaps there could be a 'kinematic' class of shapes th...