Search found 107 matches
- Wed Jul 19, 2023 7:24 am
- Forum: Support and Development
- Topic: basic "blended" shadows on multiple layers
- Replies: 9
- Views: 5752
Re: basic "blended" shadows on multiple layers
I had a look at your .love and through the code and to be honest I'm finding it hard to visualise what it is you're looking for. If you could put together a mock-up showing how you imagine the effect would work it might help show what you mean.
- Wed Jul 05, 2023 9:08 pm
- Forum: Support and Development
- Topic: Deleting an Object from a Table
- Replies: 5
- Views: 1324
Re: Deleting an Object from a Table
Thanks it work fine know!! I've simplified your bullet class and it all works more reliably now. You were nearly there with the maths, it just had some weird logic causing a few weird behaviours. local love = _G.love function Bullet(dmg, id, Weapon, Image, speed, distance, place) local MouseX, Mous...
- Wed Jul 05, 2023 8:49 pm
- Forum: Support and Development
- Topic: Deleting an Object from a Table
- Replies: 5
- Views: 1324
Re: Deleting an Object from a Table
I got it working by changing your call to remove from:
to
Edit: Actually it's still not quite right.
Code: Select all
table.remove(game.State.Running.Bullets, game.State.Running.Bullets[i].place)
Code: Select all
table.remove(game.State.Running.Bullets, i)
- Wed Jul 05, 2023 8:12 pm
- Forum: Support and Development
- Topic: Deleting an Object from a Table
- Replies: 5
- Views: 1324
Re: Deleting an Object from a Table
I seem to remember reading that modifying a table while iterating using pairs can cause some weird behaviour. There was another thread about this a few days ago but the suggestion was to iterate from the end of the array. That way deleting elements doesn't interfere with the iteration. Something lik...
- Tue May 30, 2023 8:30 am
- Forum: Libraries and Tools
- Topic: Hardware Accelerated Raycaster
- Replies: 11
- Views: 10891
Re: Hardware Accelerated Raycaster
But for lower resolution software rendered ray casters, you don't really need the GPU. Well of course not, but why not do it anyway? :) I was really just looking for something to rekindle my interest in the project and at the time I fancied figuring out how to use some of the more advanced graphics...
- Tue Apr 04, 2023 2:07 pm
- Forum: General
- Topic: LÖVE 11.4 - out now!
- Replies: 51
- Views: 229195
Re: LÖVE 11.4 - out now!
That error message is given when the directory you asked it to run doesn't exist. For example: > love noexist Error: [love "boot.lua"]:323: Cannot load game at path '/path/to/noexist'. Make sure a folder exists at the specified path. stack traceback: [love "boot.lua"]:345: in fun...
- Mon Apr 03, 2023 3:26 pm
- Forum: Support and Development
- Topic: Shader questions
- Replies: 8
- Views: 1862
Re: Shader questions
How you've done it is pretty much how I'd have done it. That said, according to the GLSL documentation you can do a component-wise division on two vectors, so you can make it very slightly neater with a wrapper function, perhaps something like this (untested): vec2 toUV(float x, float y) { return ve...
- Sat Apr 01, 2023 7:37 am
- Forum: Support and Development
- Topic: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
- Replies: 14
- Views: 3351
Re: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
Well done, looking very cool! And glad I was able to point you in the right direction :) I'm quite jealous of your single draw call implementation, I originally thought of doing the mine the same however I decided against it as I didn't want so many branching statements in a shader, but it looks to ...
- Thu Mar 30, 2023 12:42 pm
- Forum: Support and Development
- Topic: How do i change the source directory?
- Replies: 6
- Views: 1452
Re: How do i change the source directory?
You can pass the root directory as an argument to the "love" command > love src The only issue is you'll have to put all your assets and any data local to the game in there too. If you want to have all of that separated in your project you'll have to write some script to move all code and ...
- Thu Mar 30, 2023 6:10 am
- Forum: Support and Development
- Topic: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
- Replies: 14
- Views: 3351
Re: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
However, this method is very slow with love2d, so I'm looking for a way to improve it using a shader. It turns out to be more complicated than expected. I've actually gone down this exact rabbit hole fairly recently, I'd started with a fully software rendered version and while I'd managed to optimi...