Search found 126 matches
- Wed Feb 03, 2021 5:05 pm
- Forum: Libraries and Tools
- Topic: Javaesque library
- Replies: 3
- Views: 9367
Re: Javaesque library
Interesting way to use lua syntax sugar
- Sat Jan 30, 2021 4:37 pm
- Forum: Support and Development
- Topic: Noobie just discovered LOVE. Tips for a top down sports game?
- Replies: 12
- Views: 10780
- Sat Jan 30, 2021 2:51 am
- Forum: Support and Development
- Topic: question about Love.js security
- Replies: 42
- Views: 31650
Re: question about Love.js security
I feel that this author never wrote a single line of code of his life.Gunroar:Cannon() wrote: ↑Fri Jan 29, 2021 10:01 pm https://www.gameacademy.com/why-do-som ... ames-fail/
- Thu Jan 21, 2021 10:06 pm
- Forum: Support and Development
- Topic: Thoroughly deleting an object
- Replies: 5
- Views: 9725
Re: Thoroughly deleting an object
A table will only be garbage collected if there is no reference of it anywhere is the program. (not counting weak tables) So a reference to your map is still somewhere in your code and keep it alive. It's probably inside your bump.lua code, I believe you initialize the bump tables with some referenc...
- Thu Jan 21, 2021 1:34 am
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 454576
Re: Groverburger's 3D Engine (g3d) v1.2 Release
I just checked, if I put in my conf.lua : t.window.depth = 16 then I don't need to draw on a canvas and
g3d.camera.firstPersonLook(dx,-dy)
is not reversed.
I believe it's because a canvas is drawn bottom up.
g3d.camera.firstPersonLook(dx,-dy)
is not reversed.
I believe it's because a canvas is drawn bottom up.
- Wed Jan 20, 2021 6:26 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 454576
Re: Groverburger's 3D Engine (g3d) v1.1 Release
You need to create a canvas and draw inside it : function love.load() cube = g3d.Model('assets/obj/cube.obj' , _ , {1, 0, 0}, _, {.5, .5, .5}) canvas = love.graphics.newCanvas() end function love.draw() love.graphics.setCanvas({canvas, depth=true}) love.graphics.clear() cube:draw() love.graphics.se...
- Mon Jan 18, 2021 9:07 pm
- Forum: Support and Development
- Topic: [Solved]Rotating and drawing object to target correctly
- Replies: 5
- Views: 6348
Re: Rotating and drawing object to target correctly
The least you can do if you want some help it to explain what you want to do, your message is very disrespectful ...
- Sun Jan 17, 2021 12:07 pm
- Forum: Support and Development
- Topic: BEGINNER GUIDE: THE RIGHT WAY TO SUCCEED IN SKATEBOARDING
- Replies: 1
- Views: 5210
Re: LoveFrames and scaling
Use 2 canvas, one where you draw you game that will be upscaled and one where you draw you UI stuff that will stay the same. game_canvas = love.graphics.newCanvas() ui_canvas = love.graphics.newCanvas() function love.draw() love.graphics.setCanvas(game_canvas) -- draw game love.graphics.setCavas(ui_...
- Tue Jan 12, 2021 5:37 pm
- Forum: Libraries and Tools
- Topic: Syntax sugar for Lua
- Replies: 2
- Views: 7093
Re: Syntax sugar for Lua
Yeah, as I said you should use hex values as workaroundivan wrote: ↑Tue Jan 12, 2021 4:51 pm Hi. I appreciate the work you put in but I noticed that the lib is based around string.gsub.
It will not work correctly with something like:Just a heads up, and keep working at it!Code: Select all
var = "var++" print(var)
- Tue Jan 12, 2021 4:37 pm
- Forum: Libraries and Tools
- Topic: Syntax sugar for Lua
- Replies: 2
- Views: 7093
Syntax sugar for Lua
I made a small Lua preprocessor that provide some sugar syntax for lua. The code is here : https://github.com/4v0v/m0nk3y Stuff it allow to do : -- var = var + 1 var++ -- var = var + 5, there is also -=, *=, /=, ^=, %=, ..= var += 5 -- if cond then elseif cond2 then end if cond then elif cond2 then ...