Search found 33 matches

by Star Crunch
Thu Mar 26, 2009 5:44 am
Forum: General
Topic: ETA for löve on LuaJIT?
Replies: 9
Views: 3748

Re: ETA for löve on LuaJIT?

The "they" is just one guy, the Mike Pall that rude quoted above. It sounds like he's got his hands full with this beast: http://lua-users.org/lists/lua-l/2008-02/msg00051.html (Which should be all kinds of awesome.) However, the 5.1.4 LuaJIT and DynASM code are available, and he has taken...
by Star Crunch
Sun Mar 22, 2009 6:30 pm
Forum: Libraries and Tools
Topic: TacoShell, sample program
Replies: 12
Views: 11999

TacoShell, sample program

Some of my coworkers and I are planning to put together little demos / prototypes / experiments / etc. and start posting them at the Xibalba blog . At least, once we've got the settings that allow for that. At the moment I can't get the .love / .zip upload to take, so I'll post this here and link to...
by Star Crunch
Sat Mar 21, 2009 3:31 am
Forum: General
Topic: Avatars: OBEY!
Replies: 763
Views: 1019637

Re: Avatars: OBEY!

This was more or less ready for a while, but I was too lazy to upload it. :P

Hereby, an attempt to combine a hastily-drawn unicorn, a rainbow, and a bad pun.
by Star Crunch
Fri Mar 20, 2009 6:55 pm
Forum: General
Topic: Conversations in games
Replies: 15
Views: 6052

Re: Conversations in games

Care to explain it? Maybe PM if people are offended by OT posting. Elsewhere our SABDFL threatened to ban the first one to stay on topic... :megagrin: Basically, to keep access private, you need keys that can't be guessed.[1] This rules out strings (and numbers and booleans), but anything that you ...
by Star Crunch
Thu Mar 19, 2009 7:19 pm
Forum: General
Topic: Conversations in games
Replies: 15
Views: 6052

Re: Conversations in games

I haven't had a chance to try it yet. That's also on the TODO list. :) (I have immediate practical applications for it, e.g. using the code walker tools to auto-generate private keys for instance variables, which is now a painful exercise and results in a sea of brackets.) From reading around on the...
by Star Crunch
Thu Mar 19, 2009 5:41 am
Forum: General
Topic: Conversations in games
Replies: 15
Views: 6052

Re: Conversations in games

As far as the database thing goes, you might be able to make a facts / rules system along the lines of this: Query system or the "Query Compiler" chapter of this: On Lisp (Since you mention "Code is data" I assume you're not afraid of parentheses. :P) I've been planning to experi...
by Star Crunch
Thu Mar 19, 2009 3:48 am
Forum: General
Topic: Love on a Higher Level
Replies: 5
Views: 2683

Re: Love on a Higher Level

The closure will slow it down negligibly, but upvalues are still fast. This is a pretty decent summary: http://lua-users.org/lists/lua-l/2008-08/msg00089.html If you expect your app to scale up, and / or play well with others, it's a good habit to favor locals anyhow. Otherwise you WILL stomp on var...
by Star Crunch
Mon Mar 09, 2009 1:57 pm
Forum: Libraries and Tools
Topic: Drawing a perspective grid (Solved)
Replies: 12
Views: 13250

Re: Drawing a perspective grid (Solved)

It actually occurred to me now, as I groggily awoke, that all the DZ parts of the code cancel with one another, and so that part is superfluous. Then the above snippets become: local DX = GRID_TOP_XI - GRID_BOTTOM_XI local DY = GRID_TOP_YI - GRID_BOTTOM_YI local SCALE = .8 -- Tune just this local BA...
by Star Crunch
Mon Mar 09, 2009 6:43 am
Forum: Libraries and Tools
Topic: Drawing a perspective grid (Solved)
Replies: 12
Views: 13250

Re: Drawing a perspective grid (Solved)

Well, if you're done with this, just move along, I guess. But here's an off-the-cuff trig idea. A useful mental model here is to compare the grid against a "real" object, which for your purposes is probably a rectangular grid, with left and right sides at fixed x-values (say GRID_BOTTOM_XI...
by Star Crunch
Tue Feb 24, 2009 6:57 pm
Forum: Support and Development
Topic: Raycasting help
Replies: 7
Views: 7037

Re: Raycasting help

I'm not sure if this will be a big win, as the process itself sounds rather expensive, but in any tight loop in Lua the obvious improvement is, before the code in question, to do: local point = love.graphics.point Assuming you haven't already done this, of course. In the love.graphics.point form thi...