Sound like inverse kinematics
I've made some prototype that look like that: https://twitter.com/4v0v_/status/1334771338020593666
If it look like what you want I can try to find the code.
Search found 117 matches
- Sun Mar 14, 2021 6:04 pm
- Forum: General
- Topic: Fast Rope Physics for bump.lua?
- Replies: 21
- Views: 3877
- Sun Mar 07, 2021 1:05 pm
- Forum: General
- Topic: Why dont we make “mini jams”?
- Replies: 12
- Views: 2755
Re: Why dont we make “mini jams”?
I don't like it, some people could steal my code and game ideas.
- Thu Mar 04, 2021 2:42 pm
- Forum: Support and Development
- Topic: Noob at classes: how to instantiate?
- Replies: 3
- Views: 1066
Re: Noob at classes: how to instantiate?
Also keep in mind that there is no class nor intance in Lua, everything are tables and data inside.
- Mon Mar 01, 2021 5:53 pm
- Forum: Support and Development
- Topic: while and repeat loops still cause errors
- Replies: 10
- Views: 2243
Re: while and repeat loops still cause errors
Code: Select all
function love.load()
g = 0
end
function love.update()
repeat g = g + 1
until g >= 1000
end
function love.draw()
love.graphics.print(g, 100, 100)
end
- Thu Feb 18, 2021 11:26 pm
- Forum: Support and Development
- Topic: Hand-made fake 3D - problems with rendering
- Replies: 3
- Views: 1089
Re: Hand-made fake 3D - problems with rendering
cameraSettings.target[1] = cameraSettings.target[1] + amount This doesn't seem right to me, in g3d camera.target is the normalized vec3 that the camera face, to turn the camera it use this function -- move and rotate the camera, given a point and a direction and a pitch (vertical direction) functio...
- Tue Feb 16, 2021 3:39 pm
- Forum: Support and Development
- Topic: HUMP camera zoom smoothing?
- Replies: 9
- Views: 1472
Re: HUMP camera zoom smoothing?
Those 2 functions do convert world coords and camera coords.
Camera coords are what you see on the screen.
World coords are where coords actualy are in your logic.
(or maybe it's the other way :^) )
Camera coords are what you see on the screen.
World coords are where coords actualy are in your logic.
(or maybe it's the other way :^) )
Code: Select all
function camera:cameraCoords(x,y, ox,oy,w,h)
function camera:worldCoords(x,y, ox,oy,w,h)
- Mon Feb 15, 2021 9:00 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.3 Release
- Replies: 91
- Views: 115845
Re: Groverburger's 3D Engine (g3d) v1.2 Release
I don't understand, you wan't a ray facing the camera ?
If that's the case camera.target as dir_1, dir_2, dir_3
If that's the case camera.target as dir_1, dir_2, dir_3
- Sun Feb 14, 2021 4:35 am
- Forum: Libraries and Tools
- Topic: Objective Lua - additional syntax to original Lua!
- Replies: 26
- Views: 9180
Re: Objective Lua - additional syntax to original Lua!
Don't work either
Code: Select all
local y = {[1] = 5, w = 10}
y[1] += 5
y['w'] += 10
y["w"] += 10
- Sat Feb 13, 2021 7:58 pm
- Forum: Libraries and Tools
- Topic: Objective Lua - additional syntax to original Lua!
- Replies: 26
- Views: 9180
Re: Objective Lua - additional syntax to original Lua!
Some stuff that doesn't work:
Code: Select all
self.x += .5
self.x += (function return 5 end)()
- Fri Feb 05, 2021 4:53 pm
- Forum: Libraries and Tools
- Topic: Objective Lua - additional syntax to original Lua!
- Replies: 26
- Views: 9180
Re: Objective Lua - additional syntax to original Lua!
You can use https://github.com/pygy/LuLPeg to have regex and Pegs.
Also vanilla lua already have everything you want to do oop.
Also vanilla lua already have everything you want to do oop.