Search found 1911 matches
- Thu Sep 13, 2012 12:40 pm
- Forum: Support and Development
- Topic: Physics - Center of a Body
- Replies: 6
- Views: 1660
Re: Physics - Center of a Body
As far as I know, the way ragdolls are usually animated is by pre-defining the joint angles/translations for each keyframe. Then you adjust the joint angles/translations to transition between frames. And also the collision should work fine by using physical bodies. If you use setPosition or setLinea...
- Thu Sep 13, 2012 7:28 am
- Forum: Support and Development
- Topic: Native GUI engine, perhaps?
- Replies: 13
- Views: 3069
Re: Native GUI engine, perhaps?
I think most games require their own unique flavor of GUI (both visually and in terms of functionality) so the idea of having a default GUI system in place might not turn out to be very useful for most projects (unless you are programming something very GUI heavy in which case Love2D might not be th...
- Thu Sep 13, 2012 5:09 am
- Forum: Support and Development
- Topic: Physics - Center of a Body
- Replies: 6
- Views: 1660
Re: Physics - Center of a Body
So, is there i possibility to change the center of the body's coordinate system or do i have to set the 4 vertices on my own? That would be very inconvenient since you'll have to re-create shapes each frame. I think you may be approaching a more general problem in the wrong way. If you have to manu...
- Thu Sep 13, 2012 4:57 am
- Forum: Support and Development
- Topic: Physics - Disable collision between two bodies
- Replies: 4
- Views: 2199
- Wed Sep 12, 2012 7:07 pm
- Forum: Support and Development
- Topic: Physics - Center of a Body
- Replies: 6
- Views: 1660
Re: Physics - Center of a Body
I think there's a difference between the center of mass and the ORIGIN of the body's coordinate system (which affects the positions of vertices, etc)
- Thu Sep 06, 2012 4:38 am
- Forum: General
- Topic: The Valve/Steam thread
- Replies: 15
- Views: 4468
Re: Steam Greenlight Submit Fee ($100)
Do companies that use Steam have to pay a fee or a split when the game is actually being sold on it? Yes, there is a split of course. Steam is really not a democratic universe. They have particular tastes concerning Indie games. I remember some more or less know indie games have their games refused...
- Wed Sep 05, 2012 3:07 pm
- Forum: General
- Topic: The Valve/Steam thread
- Replies: 15
- Views: 4468
Re: Steam Greenlight Submit Fee ($100)
I think the biggest drawback is that even paying the fee could be wasted money if even Steam isn't interested/don't like that game and the project is actually good. Yes, that's true. This could end a small cash cow for Valve without have some real pressure for approval Nah, I believe they said that...
- Wed Sep 05, 2012 2:14 pm
- Forum: General
- Topic: The Valve/Steam thread
- Replies: 15
- Views: 4468
Re: Steam Greenlight Submit Fee ($100)
Most devs would probably agree with the fee.
Without the fee Greenlight would fill up with thousands of hobbyist prototypes which makes it very hard to get exposure on there (unless you're Project Zomboid and your game already has a massive following).
Without the fee Greenlight would fill up with thousands of hobbyist prototypes which makes it very hard to get exposure on there (unless you're Project Zomboid and your game already has a massive following).
- Mon Aug 27, 2012 11:18 am
- Forum: General
- Topic: Has anyone acheived a Minecraft-like voxel engine?
- Replies: 21
- Views: 11299
Re: Has anyone acheived a Minecraft-like voxel engine?
Speaking of which, Minecraft has to calculate the 3D spacial location of thousands upon thousands of points every frame and then draw thousands upon thousands of warped images. Somehow Java is really really really fast at this stuff. Sadly Löve is not. How I wish Löve were as fast as Java. I'm pret...
- Mon Aug 27, 2012 6:30 am
- Forum: Support and Development
- Topic: Lua for Programmers (Tutorial Series)
- Replies: 16
- Views: 3478
Re: Lua for Programmers (Tutorial Series)
Not bad, good intro articles there. I think you may have a typo here: That means that instead of half-open ranges ([0, length)), closed ranges ([1, length]) are used. Shouldn't it say: That means that instead of half-open ranges ([0, length - 1]), closed ranges ([1, length]) are used. Also: ipairs i...