Search found 137 matches
- Fri Dec 03, 2021 5:59 pm
- Forum: General
- Topic: Any game maker type tool in Love2D?
- Replies: 16
- Views: 10138
Re: Any game maker type tool in Love2D?
The problem I had was that my artistic requirements were not met by any existing (integrated) tools. For example, most level editors work on a square grid of tiles - a topology my designs don't conform to. It's not so much NIH as it is, well, Not Invented Yet. I'm hoping to make the resulting engine...
- Mon Nov 22, 2021 9:59 am
- Forum: Support and Development
- Topic: How can I make open files when turning my game into .exe?
- Replies: 4
- Views: 4307
Re: How can I make open files when turning my game into .exe?
Another possible way to allow modifications is to make the game look for those files in the save folder, and load the files therein instead of the ones bundled within the fused exe. I'd have it copy everything from the fused exe into the save directory on launch (but not overwrite existing files).
- Tue Nov 16, 2021 6:34 am
- Forum: Support and Development
- Topic: Practical engine limitations
- Replies: 11
- Views: 7739
Re: Practical engine limitations
Thank goodness. Thought I was gonna have to switch engines again for lack of usable memory.
To clarify, I hate that I have to do hackery for something that should be stock, but at least the limit can be bypassed.
To clarify, I hate that I have to do hackery for something that should be stock, but at least the limit can be bypassed.
- Mon Nov 15, 2021 4:54 pm
- Forum: Support and Development
- Topic: Practical engine limitations
- Replies: 11
- Views: 7739
Re: Practical engine limitations
Can ptr be used like a table, same as with ffi.new? Also you used a 2GB allocation as an example, but this method can do more, right?grump wrote: ↑Sun Nov 14, 2021 5:44 amCode: Select all
local mem = love.data.newByteData(2 ^ 31) -- 2 GB local ptr = ffi.cast('whatever*', mem:getFFIPointer()) -- will become invalid as soon as mem is collected
- Sun Nov 14, 2021 5:04 am
- Forum: Support and Development
- Topic: Practical engine limitations
- Replies: 11
- Views: 7739
- Thu Nov 04, 2021 11:22 pm
- Forum: Support and Development
- Topic: Getting direction from point a to point b
- Replies: 14
- Views: 12519
Re: Getting direction from point a to point b
Over 9000 times faster: halfway.x, halfway.y = b.x-a.x, b.y-a.y This gives you the difference (distance) on each axis. You cannot get a halfway without dividing by 2 somewhere. It'd be more like this: halfway.x, halfway.y = a.x + (b.x - a.x) / 2, a.y + (b.y - a.y) / 2 Anyway that's besides the poin...
- Wed Nov 03, 2021 11:52 pm
- Forum: Support and Development
- Topic: How to make bitser more robust
- Replies: 6
- Views: 7203
Re: How to make bitser more robust
Oh, sorry, I got userdata cdata mixed up.
- Wed Nov 03, 2021 11:49 pm
- Forum: Support and Development
- Topic: Getting direction from point a to point b
- Replies: 14
- Views: 12519
Re: Getting direction from point a to point b
Though the sentence confuses me :? Does it find the origin of a line moving in a certain direction? Let's say you want to find the point halfway between a and b. angl = direction(a.x, a.y, b.x, b.y) dist = distance(a.x, a.y, b.x, b.y) halfway.x, halfway.y = transposition(a.x, a.y, angl, dist/2) tra...
- Fri Oct 29, 2021 7:43 pm
- Forum: Libraries and Tools
- Topic: pp.lua - Easily apply multiple post processing shaders!
- Replies: 5
- Views: 10296
Re: pp.lua - Easily apply multiple post processing shaders!
Definitely something I wished for starting out.
- Fri Oct 29, 2021 7:36 pm
- Forum: Support and Development
- Topic: Getting direction from point a to point b
- Replies: 14
- Views: 12519
Re: Getting direction from point a to point b
The three most commonly needed functions for me. -- returns the direction from point x1,y1 to x2,y2 (in radians) function direction(x1, y1, x2, y2) return math.atan2(y2-y1, x2-x1) end -- returns the distance between points x1,y1 and x2,y2 function distance(x1, y1, x2, y2) return math.sqrt(((x2-x1)^2...