Search found 256 matches
- Mon Jun 25, 2012 4:31 am
- Forum: Libraries and Tools
- Topic: Zoetrope, a starter kit for LOVE
- Replies: 46
- Views: 36451
Re: Zoetrope, a starter kit for LOVE
More clicks if you include: -creating classes, subclassing existing ones, reusing objects -animated sprites, including alpha fading, color tinting, and rotation -user input via keyboard, mouse, and gamepads -framerate-independent physics (velocity, acceleration, and drag) -collision checking -static...
- Tue May 29, 2012 6:18 pm
- Forum: Support and Development
- Topic: Simulating Network Lag
- Replies: 5
- Views: 1993
Re: Simulating Network Lag
I'm trying to figure out what else I might be missing by simulating it only within Love. I guess I'd miss potential problems with testing packets of different sizes, as I've seen large ones get dropped before....maybe. So far this is the most difficult part of networking, as I never have problems wi...
- Tue May 29, 2012 4:38 pm
- Forum: Support and Development
- Topic: Simulating Network Lag
- Replies: 5
- Views: 1993
Simulating Network Lag
Any thoughts on the best way to go about testing networking under varying conditions (packet loss, latency, etc.)?
I'm not finding any good external programs to help out.
I'm not finding any good external programs to help out.
- Tue May 29, 2012 3:34 pm
- Forum: Support and Development
- Topic: How to limit my frames per second?
- Replies: 15
- Views: 15099
- Tue May 08, 2012 2:17 am
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 352605
Re: Löve Frames - A GUI Library
I've been keeping track of the Love GUI's that have been coming out for years and nothing so far has made me want to switch away from Goo. I ended up adding in a lot of the elements seen in this library, but oh I wish I didn't have to go through the pain of making them. That being said, this seems t...
- Sun Apr 22, 2012 4:01 pm
- Forum: Libraries and Tools
- Topic: Platformer game engine (a proper one, really!)
- Replies: 30
- Views: 31837
Re: Platformer game engine (a proper one, really!)
If you want to have anything framerate independent you are going to need to use the delta time (the dt in "love.update(dt)"). That will tell you the time between frames.
- Sat Apr 14, 2012 1:21 am
- Forum: Libraries and Tools
- Topic: Quadtree Spatial Indexing Demo
- Replies: 14
- Views: 6272
Re: Quadtree Spatial Indexing Demo
I've always been interested in how well various quadtree methods and similar tricks would work within this engine. I've long dreamed of mkaing some sort of 2d space shooter with many ships flying around with shots and particles all over the place. I was never able to get framerates to acceptable lev...
- Wed Apr 11, 2012 2:56 am
- Forum: Libraries and Tools
- Topic: Quadtree Spatial Indexing Demo
- Replies: 14
- Views: 6272
Re: Quadtree Spatial Indexing Demo
Clean and clear visualization. Well done. This would be a great addition to the wiki.
- Tue Apr 10, 2012 12:30 am
- Forum: Libraries and Tools
- Topic: Particle System Tool 0.11
- Replies: 17
- Views: 12165
Re: Particle System Tool
I had a GeForce MX 2. Let's see how long ago that was...
12 years ago!?!?!
This particle tool is amazing. Well done.
12 years ago!?!?!
This particle tool is amazing. Well done.
- Wed Mar 28, 2012 3:32 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1494304
Re: What's everyone working on? (tigsource inspired)
Framebuffer/canvas that whole tree.timmeh42 wrote:that's the fps in the corner there.
https://love2d.org/wiki/love.graphics.arc Love 0.8.0 only.meoiswa wrote:Those look pretty nice
How do you make them? (As in, what love.graphics shape, if any, are you using?) Polylines?