What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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CrimsonGuy
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Re: What's everyone working on? (tigsource inspired)

Post by CrimsonGuy » Sun Sep 08, 2019 7:26 pm

Finished the first version of the first map for the game i'm making, made it using Tiled and this nice tileset https://iknowkingrabbit.itch.io/heroic-overworld

Image

Still need to add the game play objects and structures, but ill do that via code.

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rozenmad
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Re: What's everyone working on? (tigsource inspired)

Post by rozenmad » Sun Nov 10, 2019 8:55 pm

I'm working on a small wrapper on love2d, which combines 2D and 3D rendering. So far, nothing serious, only performance tests, but maybe in the future I will make a game.

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pgimeno
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Re: What's everyone working on? (tigsource inspired)

Post by pgimeno » Fri Nov 15, 2019 2:13 pm

Working on a collision library for axis-aligned rectangles, to resolve certain sliding collisions that bump can't:
colib-vs-bump-slide-resolution.png
colib-vs-bump-slide-resolution.png (13.88 KiB) Viewed 126 times
The entity to move starts at the top left. The green line represents the requested movement. The blue line and the green rectangles that aren't the beginning or end, represent the trajectory during analysis: according to the library, the entity can reach the destination. Two collisions are registered, one with rectangle #1 and one with rectangle #2. The latter is with a corner; since the required displacement at that point is bigger in the vertical direction, the lib chooses vertical. In case of a tie (collision with a corner at 45°), the user code can decide the preferred resolution, horizontal or vertical.

The idea is that once it detects a collision with a sliding surface, it will slide only up to the end of the rectangle and, if no more collisions happen, it will try to move again towards the target from that position. This repeats until it reaches the closest possible point to the target without penetrating anything.

This should allow making something like a maze with tight passages the size of the player. With bump, this causes problems because you can't turn if there's no surface in front of you to help aligning the player.

It's going to be a bit more restricted than bump; in particular there will be no "bounce" resolution and no user-definable ones. There may be fewer world querying functions too; I still have to decide on that.

Edit: New working title is 'collib' since 'colib' seems to be taken by a coroutine library.

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