I'm making a spacey RTS with lots of detail, a giant, generated galaxy, multiplayer, and lots of easter eggs!
But right now, it's just lots of ships orbiting a planet. I'm currently working on making a way for ships to transfer orbits...
Search found 146 matches
- Wed Mar 20, 2013 6:51 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1506556
- Wed Mar 20, 2013 6:23 pm
- Forum: Support and Development
- Topic: How to stop the spam problem!
- Replies: 9
- Views: 3341
- Tue Mar 19, 2013 4:20 pm
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18261
Re: New guy, performance question
About skeletal animations, how are triangles (or texture coordinates) related? I saw a good example of this somewhere, but I seem to have lost it. I'm referring to animations where the shape itself is distorted, rather than just rotating, scaling, or translating distinct parts. It's more or less es...
- Mon Mar 18, 2013 2:04 am
- Forum: Support and Development
- Topic: Circular Confusion
- Replies: 3
- Views: 2773
Re: Circular Confusion
Nope. That function is curiously missing that. I ran into the same problem the other day. You can, however, create your own arc function that would simply draw a number of lines, since that's all love.graphics.arc does anyway (the segments argument actually defines how many lines to do.)
- Mon Mar 18, 2013 1:58 am
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18261
Re: New guy, performance question
About skeletal animations, how are triangles (or texture coordinates) related? I saw a good example of this somewhere, but I seem to have lost it. I'm referring to animations where the shape itself is distorted, rather than just rotating, scaling, or translating distinct parts. It's more or less es...
- Sat Mar 16, 2013 11:29 pm
- Forum: General
- Topic: New guy, performance question
- Replies: 33
- Views: 18261
Re: New guy, performance question
Also, skeletal animation and such!timmeh42 wrote:Shockwave-like distortionsspectralcanine wrote:Just out of curiosity, why would you need to map texture coordinates to triangles in a 2D game?
Smooth arbitrarily-curved textured things (eg traintracks from birds-eye-view)
Faux-3D perspective
...among many others