Search found 1619 matches

by ivan
Wed Nov 18, 2020 7:44 pm
Forum: Libraries and Tools
Topic: Steamworks FFI
Replies: 13
Views: 9544

Re: Steamworks FFI

No, don't put it in the game folder, it should be in the love folder.
The game folder should be cross platform and shouldn't contain any binaries.
I'm not on a Mac but it should be under "Contents/Frameworks/" so it depends how you have Love2D setup
by ivan
Wed Nov 18, 2020 2:54 pm
Forum: Libraries and Tools
Topic: Steamworks FFI
Replies: 13
Views: 9544

Re: Steamworks FFI

On Mac, I placed mine in:

Code: Select all

Contents/Frameworks/libsteam_api.dylib
Please confirm if this works for you.
by ivan
Thu Nov 05, 2020 6:24 am
Forum: General
Topic: [ANSWERED] A Question about Functions and Using Their Parameters
Replies: 3
Views: 1143

Re: A Question about Functions and Using Their Parameters

"foo" is already local so there would be no difference.
In fact the second version might be very slightly slower because it allocates more stack space.
As MrFariator mentioned, tables are always references and you can never pass a table as a value.
by ivan
Mon Oct 26, 2020 8:12 pm
Forum: Support and Development
Topic: 2d collision with rotated pictures
Replies: 12
Views: 3063

Re: 2d collision with rotated pictures

dezoitodemaio wrote:
Mon Oct 26, 2020 2:06 pm
Since rectangles are made of lines you could check line to line collision
Additionally one rectangle could be entirely inside another.
by ivan
Mon Oct 26, 2020 6:51 am
Forum: Support and Development
Topic: 2d collision with rotated pictures
Replies: 12
Views: 3063

Re: 2d collision with rotated pictures

Rotated rectangles are not simple and it's even harder if you want to have some sort of decent collision response.
I recommend using love.physics or avoid rotation altogether.
For example, you can use circles or just rotate the sprite without rotating the collision mask.
by ivan
Wed Oct 21, 2020 5:46 am
Forum: Support and Development
Topic: Circle V Rectangle Collision Response
Replies: 2
Views: 1889

Re: Circle V Rectangle Collision Response

Generally speaking you should probably stick to AABBs as much as possible. There is very little advantage to having both rects and circles in your collision code. Having said that one simple technique is to first find the nearest point on the edge of the rectangle from the center of the circle. The ...
by ivan
Sat Oct 17, 2020 1:49 pm
Forum: Support and Development
Topic: Help creating a multiplayer game
Replies: 2
Views: 2345

Re: Help creating a multiplayer game

Making a multiplayer game is NOT a small task. The first significant hurdle is that it's hard to establish a socket connection between two peers due to the network translation of ports. Then you have to think about determinism and possibly some sort of a rewind/predication mechanism. In short, it's ...
by ivan
Sat Oct 17, 2020 1:29 pm
Forum: General
Topic: PointInConcavePolygon at this website is not correct, it gives a incorrect true
Replies: 3
Views: 1898

Re: PointInConcavePolygon at this website is not correct, it gives a incorrect true

There is no such thing as the "border" of a polygon since the edges are lines which are in theory infinitely thin.
Floating point math has a hardware limit to the precision so forget about it.
Also, check out my tutorial for more info:
https://2dengine.com/?p=polygons
by ivan
Wed Oct 14, 2020 4:15 pm
Forum: Games and Creations
Topic: Chess
Replies: 2
Views: 1685

Re: Chess

Not bad. I see you already have En-passant working so that's pretty good. Good job at separating your logic code (which is in pure Lua) from the rest of the Love2d functions. I'm not crazy about your use of closures which reminds me of JavaScript. In general there is a lot that can be optimized and ...
by ivan
Tue Oct 13, 2020 6:51 am
Forum: Support and Development
Topic: Downloading LÖVE
Replies: 3
Views: 1549

Re: Downloading LÖVE

Most people are running 64-bit operating systems today. If you want to distribute your game on older 32-bit versions of Windows 7 for example then you would obviously use the 32-bit version.