Search found 54 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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. ![Razz :P](./images/smilies/ms-razz.png)
![Razz :P](./images/smilies/ms-razz.png)
- 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.
- 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...
- 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?
- 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...