Search found 3071 matches
- Sat Sep 10, 2011 11:56 pm
- Forum: Support and Development
- Topic: Loading zipped files inside of LOVE? [SOLVED]
- Replies: 7
- Views: 1240
Re: Loading zipped files inside of LOVE? [SOLVED]
Just remember that dependencies on platform specific libraries completely destroys and hope of getting your game to run cross-platform. In other words, using a Windows only DLL means Mac and Linux users will not be able to play your game. In further words, don't do it. Have you got an alternative? ...
- Sat Sep 10, 2011 10:12 pm
- Forum: Support and Development
- Topic: No love.filesystem.rename?
- Replies: 19
- Views: 2535
Re: No love.filesystem.rename?
Exactly, the more I see you talk about using io, the more I feel like restricting you fools. Restriction would be fine.... unless there are features you'd restrict that would be really useful for legitimate games. Which there are. :P it's not my fault the LOVE API can't do some useful things the Lu...
- Sat Sep 10, 2011 9:48 pm
- Forum: General
- Topic: Sandboxing (poll)
- Replies: 83
- Views: 40549
Re: Sandboxing (poll)
Is SFML sandboxed? LÖVE has nearly identical features as SFML (the main difference being the API is Lua). XNA is also very very similar, but it's (mostly) Microsoft-only and it supports 3D. Is that sandboxed? Why or why not? My personal opinion: I don't give a shit what version of LÖVE you're using ...
- Sat Sep 10, 2011 4:51 pm
- Forum: Support and Development
- Topic: multi-threading or multi-processing?
- Replies: 3
- Views: 2473
Re: multi-threading or multi-processing?
I haven't used Löve threads yet, but if they're regular OS threads (most likely they are), then your OS is free to assign each thread a searate core, so using threads can give you an advantage on multi-core CPUs (or systems with multiple CPUs). I'm not sure what you mean by independent processes th...
- Sat Sep 10, 2011 4:05 pm
- Forum: Games and Creations
- Topic: Portal 2D (tech demo)
- Replies: 20
- Views: 8890
Re: Portal 2D (tech demo)
Nope. In fact, raytracing is never used in games, because it is too slow, it provides amazing detail, but can't be done realtime. And there you're wrong, search it up ;) Edit : As you can see here ; http://www.youtube.com/watch?v=blfxI1cVOzU (IN 2007!!) That's a demonstration, not an actual game. I...
- Sat Sep 10, 2011 3:32 am
- Forum: Support and Development
- Topic: limiting the fps
- Replies: 1
- Views: 1112
Re: limiting the fps
love 0.8.0 (the latest build) changed love.timer.sleep (the thing people use to limit their framerate) to be in seconds instead of milliseconds.
- Fri Sep 09, 2011 7:25 am
- Forum: Support and Development
- Topic: No love.filesystem.rename?
- Replies: 19
- Views: 2535
Re: No love.filesystem.rename?
Yes, talking about its lack of features will cause people to like it.Robin wrote:(Note, again, os.rename is not available on SELÖVE.)
/flamewar <.< >.>
- Thu Sep 08, 2011 12:46 pm
- Forum: Libraries and Tools
- Topic: ÖRGY
- Replies: 18
- Views: 9864
Re: ÖRGY
They are? Most of the sex-related LÖVE puns for library names have been around for quite a while.Tesselode wrote:LOVE library names are getting worse and worse.
- Thu Sep 08, 2011 12:42 pm
- Forum: Support and Development
- Topic: No love.filesystem.rename?
- Replies: 19
- Views: 2535
Re: No love.filesystem.rename?
If you are using LuaJIT then the jit.os string will tell you the OS.
- Thu Sep 08, 2011 4:32 am
- Forum: General
- Topic: How do i load an image onto a player with physics?
- Replies: 5
- Views: 2098
Re: How do i load an image onto a player with physics?
You do still use love.graphics.newImage, just like the hampster ball tutorial. The only difference is, you have to draw it at the coordinates of the physics body. So the code would be like this: love.graphics.love.graphics.draw( hamster, objects.ball.body:getX(), objects.ball.body:getY() ) local b ...