Search found 4 matches

by tunzi
Tue Nov 24, 2009 6:54 pm
Forum: Support and Development
Topic: Exactly how reliable is World for a real game? (Big levels)
Replies: 11
Views: 10223

Re: Exactly how reliable is World for a real game? (Big levels)

What if you split all drawable or collidable static objects into on screen segments, and then maintain an active pool of objects based on the player's location in the level. That way you are only drawing or colliding part of a level instead of the whole thing. If your player moves over far enough sw...
by tunzi
Tue Nov 24, 2009 4:00 pm
Forum: Support and Development
Topic: character movement physics
Replies: 14
Views: 7703

Re: character movement physics

One simple way is to define the player as a rectangle. Then you can do collisions based on the top, bottom, left, and right coordinates of the rectangle. The math for colliding with horizontal and vertical lines is straightforward, but I can elaborate if you'd like. For actual movement you can do th...
by tunzi
Tue Nov 24, 2009 2:59 pm
Forum: Support and Development
Topic: Compositing?
Replies: 3
Views: 3899

Re: Compositing?

Well I don't know about potatoes, but the wiki did answer my question; 0.6.0 will indeed have two possible solutions: Framebuffers: fb = love.graphics.newFrameBuffer( width, height ) love.graphics.setFrameBuffer( fb ) love.graphics.draw( image, x, y ) -- draws into fb. love.graphics.setFrameBuffer()...
by tunzi
Mon Nov 23, 2009 2:43 am
Forum: Support and Development
Topic: Compositing?
Replies: 3
Views: 3899

Compositing?

Sorry if this has been asked before, but does Love support (or will it) any sort of compositing? The basic problem is this: take an arbitrary polygon and then fill it with a tiled image. Use the boundaries of the polygon to clip parts of the tiles that extend beyond. The solution wouldn't have to be...