Search found 54 matches

by Araqiel
Mon Nov 01, 2010 5:41 pm
Forum: Games and Creations
Topic: Unnamed Space RTS
Replies: 13
Views: 10231

Re: Unnamed Space RTS

networking shouldn't be done in an interpreted language. Please explain. An interpreted language is inherently slower and uses more memory than a native language because of the way things are stored in memory. Especially with Lua, a dynamically typed language - the Lua VM keeps track of the types a...
by Araqiel
Mon Nov 01, 2010 5:35 pm
Forum: Support and Development
Topic: Physics Engine
Replies: 10
Views: 3939

Re: Physics Engine

Actually, it's pretty easy - you just need the surface normal. Or, a vector perpendicular to the surface your ball is bouncing off of. bounceDirection = 2 * normal * DotProduct(normal, ballVelocity) - ballVelocity So the wall on the left-inner side of your box would have a normal vector (1, 0), whil...
by Araqiel
Mon Nov 01, 2010 5:21 pm
Forum: Games and Creations
Topic: Unnamed Space RTS
Replies: 13
Views: 10231

Re: Unnamed Space RTS

I'm unsatisfied with the speed some of the things I'm trying to do in Lua, for example - networking shouldn't be done in an interpreted language. Not directly anyway. I'm going to integrate RakNet into my own little branch of LOVE - if anyone else wants it, I can separate the integration code and se...
by Araqiel
Mon Nov 01, 2010 2:28 am
Forum: General
Topic: Avatars: OBEY!
Replies: 763
Views: 1066300

Re: News

There's nothing to "get". ^.^ Just ... OBEY. Get it? I just thought it would be funny if all the avatars on every page said "OBEY" (OBEY, OBEY, OBEY). New users will be all liek "ZOMFG, why do all the avatars say `OBEY`lol". It will be funny. Some day ... Got me. :( No...
by Araqiel
Mon Nov 01, 2010 2:21 am
Forum: Games and Creations
Topic: Unnamed Space RTS
Replies: 13
Views: 10231

Re: Unnamed Space RTS

And I am currently rewriting it because the previous code was haphazardly thrown together in a frantic test of some of LOVE's features. Now you can read the code without wanting to gouge your eyes out with a blunt spork. Anyway, I'm now using several different image files and scientifically correct ...
by Araqiel
Sun Oct 31, 2010 8:58 pm
Forum: Support and Development
Topic: [SOLVED] Fonts
Replies: 5
Views: 1602

Re: Fonts

Okay, thanks for all the help - problem solved. It's nice to see a nice community after all. :P
by Araqiel
Sun Oct 31, 2010 8:53 pm
Forum: General
Topic: Porting love2d to other platforms
Replies: 35
Views: 17882

Re: Porting love2d to other platforms

If I hadn't switched to a Blackberry, I certainly would take the time to port LOVE to Windows Mobile. But then again, my next phone is going to be something with Android... so we can all expect an Android port in the future, I suppose.
by Araqiel
Sun Oct 31, 2010 8:46 pm
Forum: Support and Development
Topic: [SOLVED] Fonts
Replies: 5
Views: 1602

Re: Fonts

Okay, quick question - can I legally place verdana.ttf in my love package? Also, going off the Wiki, the docs are a little obscure: Creates a new Font. Make sure not to call this in love.draw or love.update, as that would create a new font every frame; instead, call it once and save the font for fut...
by Araqiel
Sun Oct 31, 2010 8:39 pm
Forum: Support and Development
Topic: [SOLVED] Fonts
Replies: 5
Views: 1602

[SOLVED] Fonts

How exactly do I use the love.graphics.newFont interface? Do I actually need a font file in my LOVE package? What formats are supported, and why doesn't "verdana.ttf" work?
by Araqiel
Sun Oct 31, 2010 8:17 pm
Forum: Games and Creations
Topic: Unnamed Space RTS
Replies: 13
Views: 10231

Re: Unnamed Space RTS

I was actually considering making a game creation suite for LOVE called LOVEmaker. But I figured I don't have the time. Ah well. :( I have also determined that working with LOVE is sort of demeaning: require "libraries/AnAL" require "libraries/LUBE" require "libraries/Middle...