Upcoming features for LOVE 0.6.0

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
Igmon
Prole
Posts: 9
Joined: Wed Mar 11, 2009 6:11 pm

Re: Upcoming features for LOVE 0.6.0

Post by Igmon »

In regards to the x/y axis, that was mostly about where the positive directions lie for each one. As far as I remember: x positive goes from left to right, and y positive goes from top to bottom.

Other than that, I like the scaling factor, that should satisfy anyone with different preferences for unit of measurement. Thanks!
User avatar
Tenoch
Citizen
Posts: 76
Joined: Mon Jul 21, 2008 7:49 am

Re: Upcoming features for LOVE 0.6.0

Post by Tenoch »

Igmon wrote:In regards to the x/y axis, that was mostly about where the positive directions lie for each one. As far as I remember: x positive goes from left to right, and y positive goes from top to bottom.
Oh, right. Well no, there is no plan for such a conversion. And as they are, the axes correpond to LÖVE's coordinate system, so it's pretty handy.
"When in doubt, use brute force." Ken Thompson
SnakeFace
Prole
Posts: 28
Joined: Tue Aug 19, 2008 2:45 pm

Re: Upcoming features for LOVE 0.6.0

Post by SnakeFace »

Will this major rewrite not just majorly mess up all current games? D= oh noes!
Lovely quotes
somewhere within the jungle of administrative doom - rude
User avatar
bartbes
Sex machine
Posts: 4946
Joined: Fri Aug 29, 2008 10:35 am
Location: The Netherlands
Contact:

Re: Upcoming features for LOVE 0.6.0

Post by bartbes »

Backwards compatibility was thrown out the window as soon as possible :P
User avatar
Sslaxx
Citizen
Posts: 57
Joined: Sat Feb 14, 2009 8:54 pm
Location: Malvern, Worcs, UK
Contact:

Re: Upcoming features for LOVE 0.6.0

Post by Sslaxx »

SnakeFace wrote:Will this major rewrite not just majorly mess up all current games? D= oh noes!
This is a pre-1.0 release, so things like API breakage are to be expected.
User avatar
Xcmd
Party member
Posts: 211
Joined: Fri Feb 13, 2009 10:45 pm

Re: Upcoming features for LOVE 0.6.0

Post by Xcmd »

I'm fairly sure 0.5.0 isn't very backwards compatible with 0.4.0...
We don't borrow, we don't read, we don't rent, we don't lease, we take the minds!
User avatar
bartbes
Sex machine
Posts: 4946
Joined: Fri Aug 29, 2008 10:35 am
Location: The Netherlands
Contact:

Re: Upcoming features for LOVE 0.6.0

Post by bartbes »

Actually, the difference wasn't too big, in 0.5 the biggest changes were things that were added, not changed. (for example love.physics IIRC)
User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: Upcoming features for LOVE 0.6.0

Post by Robin »

I've been trying to make Jump Game forward compatible with LÖVE 0.6.0, but because 0.6.0 is not ready yet, is doing that quite hard.
Help us help you: attach a .love.
User avatar
Zorbatron
Citizen
Posts: 78
Joined: Wed May 27, 2009 6:58 pm

Re: Upcoming features for LOVE 0.6.0

Post by Zorbatron »

Tenoch wrote:
Igmon wrote:In regards to the x/y axis, that was mostly about where the positive directions lie for each one. As far as I remember: x positive goes from left to right, and y positive goes from top to bottom.
Oh, right. Well no, there is no plan for such a conversion. And as they are, the axes correpond to LÖVE's coordinate system, so it's pretty handy.
I never really understood why the physics system used something other then the pixel based coords...
User avatar
Tenoch
Citizen
Posts: 76
Joined: Mon Jul 21, 2008 7:49 am

Re: Upcoming features for LOVE 0.6.0

Post by Tenoch »

Actually I wonder if this sentence (and my previous one) make any sense at all. The physics sim doesn't have a direction for axes. It doesn't have a left or a right. It just crunches the numbers and *you* have to be consistent in what you feed it. *you* actually decide that positive x is to the right because it fits your drawing, and that gravity is toward positive y because it makes stuff fall "down"

And it doesn't know about pixels either. You can use Box2D to make simulations without visuals. That's why they decide that units are MKS (meters kilograms seconds) based, and well, you do what you want with that...
"When in doubt, use brute force." Ken Thompson
Post Reply

Who is online

Users browsing this forum: No registered users and 17 guests