Search found 3550 matches

by pgimeno
Wed Nov 04, 2015 5:42 am
Forum: Games and Creations
Topic: Thrust II Reloaded
Replies: 14
Views: 36480

Thrust II Reloaded

http://www.formauri.es/personal/pgimeno/thrustii/img/showcase0.png http://www.formauri.es/personal/pgimeno/thrustii/img/showcase1.png http://www.formauri.es/personal/pgimeno/thrustii/img/showcase2.png The 30 anniversary of Thrust II is approaching. This remake renders tribute to it. One major probl...
by pgimeno
Wed Oct 28, 2015 11:04 pm
Forum: Support and Development
Topic: Pixel based collision map
Replies: 5
Views: 3324

Re: Pixel based collision map

I've now implemented bitwise operators on the bytes of strings, which should help a great deal with this.

https://github.com/pgimeno/lua-strbit
by pgimeno
Tue Oct 27, 2015 2:17 am
Forum: Support and Development
Topic: API stabilization
Replies: 10
Views: 9036

Re: API stabilization

So the general opinion is that it's not a good idea and that instead, the correct version should be installed and run, by whoever wants to run the application/game. Now this is my case. I'm using Debian Wheezy (oldstable) which comes with love 0.8.0. I can't upgrade my OS yet, for a number of reason...
by pgimeno
Thu Oct 22, 2015 1:33 pm
Forum: Support and Development
Topic: Pixel based collision map
Replies: 5
Views: 3324

Re: Pixel based collision map

I've noticed that disabling c.window.vsync in love.conf drastically reduces the CPU consumption of canvas:getImageData. However, it's still quite slow even for tile-sized images, to the point that you still have to run garbage collection manually. I suspect that the problem is that it should actuall...
by pgimeno
Thu Oct 22, 2015 11:58 am
Forum: Support and Development
Topic: Pixel based collision map
Replies: 5
Views: 3324

Re: Pixel based collision map

Thank you, that idea seems promising but I fail to see how to use ffi for that purpose. It seems to only handle C declarations and constant expressions, not let you write C functions. To my knowledge, there's no built-in C function to handle the ANDing and shifting of byte arrays that this applicati...
by pgimeno
Thu Oct 22, 2015 2:02 am
Forum: Support and Development
Topic: [Solved] Unwanted rotation from DistanceJoint
Replies: 1
Views: 1814

Re: Unwanted rotation from DistanceJoint

Sorry, never mind. Once I found the cause, the solution was quickly apparent. Replacing the newDistanceJoint call with the following snipped solved it: tmpx, tmpy = ship.body:getWorldCenter() ship.joint = love.physics.newDistanceJoint(cargo.body, ship.body, cargodata.x, cargodata.y, tmpx, tmpy ) Aft...
by pgimeno
Thu Oct 22, 2015 1:35 am
Forum: Support and Development
Topic: [Solved] Unwanted rotation from DistanceJoint
Replies: 1
Views: 1814

[Solved] Unwanted rotation from DistanceJoint

I'm doing my first tests to make a Thrust II style game using the physics engine. I'm using a DistanceJoint, but the problem is that the ship rotates (gets some torque) as if it had a torsional spring. Why does it do that? How can I get rid of that effect and allow the joint point to rotate freely? ...
by pgimeno
Thu Oct 22, 2015 12:47 am
Forum: Support and Development
Topic: Pixel based collision map
Replies: 5
Views: 3324

Pixel based collision map

I'm trying to make a pixel-based collision detector, but every path I take has led to a brick wall. I wonder if someone has any recommendations. The problem is finding if a tile mask intersects the sprite mask. That can be done by bitwise ANDing the masks, or by multiplying (setBlendMode) the alphas...
by pgimeno
Thu Oct 22, 2015 12:13 am
Forum: Support and Development
Topic: API stabilization
Replies: 10
Views: 9036

Re: API stabilization

Thanks for the answers. Since I posted and saw your replies, I've been considering working on a patch that would make LÖVE emulate past versions to a certain extent of compatibility. I found this thread which would be a start: https://love2d.org/forums/viewtopic.php?f=5&t=76993 but from my readi...
by pgimeno
Sun Oct 18, 2015 3:29 pm
Forum: Support and Development
Topic: API stabilization
Replies: 10
Views: 9036

API stabilization

I very recently discovered LÖVE and inevitably fell in love with it. But soon I discovered that some 60-80% of the stuff made with love2d that I could find only works with an older version. That has raised a deep concern in me. We are working on projects that may be broken one or two releases from n...