Search found 3548 matches
- Fri Dec 30, 2016 8:23 pm
- Forum: Libraries and Tools
- Topic: Lists; a fast way to store objects.
- Replies: 36
- Views: 20134
Re: Lists; a fast way to store objects.
This sounds like a slippery slope. Depending on assignment order falls into the "don't do it" category. Kind of like the famous i=i++ in C. I wouldn't be surprised if that changed between Lua and LuaJIT, or between versions of Lua or of LuaJIT.
- Fri Dec 30, 2016 2:07 pm
- Forum: Libraries and Tools
- Topic: Classy - Middleclass Inspired, But a lot faster
- Replies: 12
- Views: 11695
Re: Classy - Middleclass Inspired, But a lot faster
There's another Classy, by the way: https://www.love2d.org/forums/viewtopic.php?f=5&t=82027
- Thu Dec 29, 2016 1:29 am
- Forum: General
- Topic: Move an object from a point A to a point B
- Replies: 8
- Views: 6965
Re: Move an object from a point A to a point B
Well, it would work (when fixed), but it would not be constant speed. The reason I suggested to normalize the velocity is to make the speed constant at any angle. What raidho said also works (taking the angle and then the cosine and sine, except he got them reversed), though that method of normalizi...
- Wed Dec 28, 2016 10:55 pm
- Forum: General
- Topic: Move an object from a point A to a point B
- Replies: 8
- Views: 6965
Re: Move an object from a point A to a point B
For constant speed, a tweening library is not the best approach. To use it you'd need to calculate the travel time in order to adjust the speed to make it constant. The most straightforward approach (from my point of view, anyway) is to normalize the vector between the current position and the desti...
- Tue Dec 27, 2016 11:23 pm
- Forum: Support and Development
- Topic: Rotation of a body around custom point.
- Replies: 18
- Views: 9771
Re: Rotation of a body around custom point.
Weird, it works for me (under Linux) in 0.8.0, 0.9.0, 0.9.1, 0.9.2, 0.10.0, 0.10.1 and 0.10.2. It fails in 0.7.2, which doesn't support that form of love.physics.newWorld.
Must be a Windows issue.
Must be a Windows issue.
- Tue Dec 27, 2016 9:04 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 410819
Re: "Questions that don't deserve their own thread" thread
By changing math.random to love.math.random.
- Tue Dec 27, 2016 7:22 pm
- Forum: Support and Development
- Topic: Rotation of a body around custom point.
- Replies: 18
- Views: 9771
Re: Rotation of a body around custom point.
Well, this is [a cropped version of] what I see. Is that not what you see? http://www.formauri.es/personal/pgimeno/temp/turning.gif Edit: And this shows the problem (or the feature) of weld joints. They are too elastic: local world = love.physics.newWorld(0, 50, false) love.physics.setMeter(10) loca...
- Mon Dec 26, 2016 7:28 pm
- Forum: Libraries and Tools
- Topic: GifCat -- Write GIFs in LOVE.
- Replies: 21
- Views: 20412
Re: GifCat -- Write GIFs in LOVE.
Check also if you were cross-compiling for 32 bits in a 64 bit machine or vice versa. And I'd try also removing ".dll".
- Mon Dec 26, 2016 7:24 pm
- Forum: Libraries and Tools
- Topic: 1K Terminal challenge
- Replies: 29
- Views: 22986
Re: 1K Terminal challenge
There was Space Invaders for the 1K ZX81. It would be a shame if it couldn't be done in LÖVE
- Mon Dec 26, 2016 5:58 pm
- Forum: Support and Development
- Topic: Rotation of a body around custom point.
- Replies: 18
- Views: 9771
Re: Rotation of a body around custom point.
This is probably already a dead topic, but in case someone finds it looking for a solution, here's one example of the code I had in mind when I was talking about using two fixtures and playing with density. local world = love.physics.newWorld(0, 0, false) love.physics.setMeter(10) local body = love....