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.
Search found 1655 matches
- Mon Oct 26, 2020 6:51 am
- Forum: Support and Development
- Topic: 2d collision with rotated pictures
- Replies: 12
- Views: 5329
- Wed Oct 21, 2020 5:46 am
- Forum: Support and Development
- Topic: Circle V Rectangle Collision Response
- Replies: 2
- Views: 2297
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 ...
- Sat Oct 17, 2020 1:49 pm
- Forum: Support and Development
- Topic: Help creating a multiplayer game
- Replies: 2
- Views: 3273
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 ...
- 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: 3066
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
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
- Wed Oct 14, 2020 4:15 pm
- Forum: Games and Creations
- Topic: Chess
- Replies: 2
- Views: 2377
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 ...
- Tue Oct 13, 2020 6:51 am
- Forum: Support and Development
- Topic: Downloading LÖVE
- Replies: 3
- Views: 1854
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.
- Mon Oct 05, 2020 5:39 pm
- Forum: Games and Creations
- Topic: Buildingly - WIP GUI Building Tool
- Replies: 3
- Views: 2240
Re: Buildingly - WIP GUI Building Tool
So it is not "pure lua" because my build thread is using "os.execute". os.execute is considered "pure lua" although the executed commands may not be cross-platform. You can check the OS from Lua and have alternative commands per platform. The power behind Lua and Love2D is that it's cross platform ...
- Mon Oct 05, 2020 6:14 am
- Forum: Support and Development
- Topic: Lua cannot load Love modules
- Replies: 4
- Views: 1844
Re: Lua cannot load Love modules
Not sure what you're trying to do here. if I need to set some env var that will point to the right libraries or what. The "require" function searches from a list/string of specific paths defined in package.path. You can add additional paths to package.path, but it's hacky and you shouldn't do it unl...
- Sat Oct 03, 2020 4:42 pm
- Forum: Games and Creations
- Topic: Buildingly - WIP GUI Building Tool
- Replies: 3
- Views: 2240
Re: Buildingly - WIP GUI Building Tool
There is not a lot of interest in this sort of thing, but build automation is super important in my opinion. Imagine how much easier it would be if Love2D came with built-in distribution tools. Now, regarding your tool the question is - is it written in pure Lua or does it require external binaries?...
- Mon Sep 28, 2020 4:20 pm
- Forum: Support and Development
- Topic: Love2D and HTML5 games
- Replies: 8
- Views: 1661
Re: Love2D and HTML5 games
not working for me in Firefox 81.0 Thanks for reporting this. I have rebuilt the games in compatibility mode and it now works with Firefox (although the audio is buggy). I guess it's a tradeoff between working perfectly in Chrome vs working without audio across browsers. https://2dengine.com/arena/...