Yes, that is the way system.active is meant to be used. It should be documented in the API somewhere (hopefully).
While tiny-ecs has an API and a demo, it doesn't have much in the way of a tutorial. Maybe I should make one.
Search found 114 matches
- Sat Sep 12, 2015 4:00 pm
- Forum: Libraries and Tools
- Topic: [Library] tiny-ecs - Fast Simple Entity Component System
- Replies: 50
- Views: 92622
- Tue Sep 08, 2015 9:10 pm
- Forum: Libraries and Tools
- Topic: [util] shadertoy shader effect viewer
- Replies: 14
- Views: 26760
Re: [util] shadertoy shader effect viewer
This is quite awesome and useful.
- Sat Aug 29, 2015 3:30 pm
- Forum: Support and Development
- Topic: Double Jumping Help.
- Replies: 6
- Views: 5166
Re: Double Jumping Help.
Instead of setting the jump counter to two when the character is on the ground, always set it to one (regardless of double jumping). Right when the character jumps, check if the character starts on the ground and can double jump, and if so, increment the jump counter to two before decrementing it (o...
- Fri Aug 28, 2015 10:06 pm
- Forum: Libraries and Tools
- Topic: [library] binser - Customizable Lua Serializer
- Replies: 13
- Views: 8792
Re: [library] binser - Customizable Lua Serializer
Just an update, I've now added resources and function serialization to binser.
- Fri Aug 28, 2015 9:10 pm
- Forum: Support and Development
- Topic: Double Jumping Help.
- Replies: 6
- Views: 5166
Re: Double Jumping Help.
You have the basic idea. In general, this becomes easier when you move most of the code into a function called once a frame, like love.update. Much of the code in player.jump, like the movement code, should probably go into a function called player.update(dt) or player:update(dt). Your jump_mode fun...
- Fri Aug 28, 2015 3:04 pm
- Forum: General
- Topic: Tips to be aware of game performance?
- Replies: 8
- Views: 5135
Re: Tips to be aware of game performance?
I agree with most of what's already been said, mainly not to optimize before it's an issue, but pretending that code doesn't ever need to be optimized is just wishful thinking. Poorly thought out code will be slower, and poorly optimized code will be faster in all of the wrong places. First, be awar...
- Thu Aug 27, 2015 2:53 pm
- Forum: General
- Topic: Will math-transform branch included in 0.10.0?
- Replies: 6
- Views: 4045
Re: Will math-transform branch included in 0.10.0?
And of course, I didn't mention one of the more extensive implementations tailored to LOVE. Yeah CPML is pretty awesome and works in tandem with LOVE3D and love 0.10.0. btw, shakesoda, the IQM loader is awesome! Almost used it and LOVE3D for Ludum Dare, but went with pre-rendered 3d instead. I didn'...
- Thu Aug 27, 2015 2:40 pm
- Forum: Libraries and Tools
- Topic: [Library] tiny-ecs - Fast Simple Entity Component System
- Replies: 50
- Views: 92622
Re: [Library] tiny-ecs - Fast Simple Entity Component System
Filters do cache results for preformance reasons; systems that iterate through entities only iterate through a sequence when they update. Unless you add or remove a lot of entities every update cycle, there is very little overhead. In fact, a vanilla 'tiny.system' doesn't even iterate through it's e...
- Tue Aug 25, 2015 2:29 am
- Forum: General
- Topic: Ludum Dare 33 - Post Your Game!
- Replies: 11
- Views: 5860
Re: Ludum Dare 33 - Post Your Game!
Weregoat https://love2d.org/imgmirrur/kc5kLk1.png Not Heregoat or Theregoat, but Weregoat. Play as John Courage in the town of Nowhere and savage your fellow townspeople. I'm really tired now, but everything worked out ok. There are a lot of things I implemented but never ended up using like a dial...
- Sun Aug 23, 2015 2:04 am
- Forum: Ports
- Topic: LövePotion - LÖVE on 3DS Homebrew
- Replies: 46
- Views: 114423
Re: LövePotion - Love2D on 3DS Homebrew
The game title made me chuckle.
I'm still working on my ludum dare entry. I'm actually pretty jealous that you're already done.
I'm still working on my ludum dare entry. I'm actually pretty jealous that you're already done.