Search Results

Search found 10 results on 1 pages for 'love2d'.

Page 1/1 | 1 

  • Love2D engine for Lua; What about 3D?

    - by shadowprotocol
    Lua has been really awesome to learn, it's so simple. I really enjoy scripting languages, and I had an equally enjoyable time learning Python. The Love engine, http://love2d.org/, is really awesome, but I'm looking for something that can handle 3D as well. Is there anything that accommodates 3D in Lua? I'm still intrigued by the particle system of LOVE anyway and may just turn my idea into a 2D project with Particle lighting :) EDIT: I removed comments about Python - I want this to be a Lua topic. Thanks

    Read the article

  • How to use batch rendering with an entity component system?

    - by Kiril
    I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch rendering to reduce calls to the drawing routine. What would be the best way to integrate this with an engtity system? I thought about creating and populating the sprite batche every frame update, but that will probably be very slow. A better way would be to add a reference to an entity's quad to the sprite batch at initialization, but that would mean that the entity factory has to be aware of the Rendering System or that the sprite batch has to be a component of some Cache entity. One case violates encapsulation pretty heavily, while the other forces a non-game object entity in the entity system, which I am not sure I like a lot. As for engine, I am using Love2D (Love2D website) and FEZ ( FEZ website) as entity system(so everything is in Lua). I am more interested in a generic pattern of how to properly implement that rather than a language/library specific solution. Thanks in advance!

    Read the article

  • Turning off antialiasing in Löve2D

    - by cjanssen
    I'm using Löve2D for writing a small game. Löve2D is an open source game engine for Lua. The problem I'm encountering is that some antialias filter is automatically applied to your sprites when you draw it at non-integer positions. love.graphics.draw( sprite, x, y ) So when x or y is not round (for example, x=100.24), the sprite appears blurred. The same happens when the sprite size is not even, because (x,y) points to the center of the sprite. For example, a sprite which is 31x30 big will appear blurred again, because its pixels are painted in non-integer positions. Since I am using pixel art, I want to avoid this all the way, otherwise the art is destroyed by this effect. The workaround I am using so far is to force the coordinates to be round by littering the code with calls to math.floor(), and forcing all the sprites to have even sizes by adding a row or column of transparent pixels with the paint program, if needed. Is there some command to deactivate the antialiasing I can call at program startup?

    Read the article

  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

    Read the article

  • How should I share variables between instances/classes?

    - by tesselode
    I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of the game's code in different classes, and having a table of instances with all of the instances of any class in it. This way, I can go through every instance of every class and update and draw it by calling the same function. There is a problem, though. Let's say I have an instance of a player with variables for health and recharge time of a weapon. I also have a master instance which is responsible for drawing the HUD. How can I tell the master instance what the player's health is? Bad solutions: Assuming that the player instance will always have the same position in the table - that can be easily changed. Using global variables. Global variables are evil. Have the master instance outside of the instances table, and have the player set variables inside the master instance, which it then uses for HUD drawing. This is really bad because now I have to make a duplicate of every variable the master instance needs. What is the proper, standard way of sharing variables between instances? Do I need to change the way I keep track of instances?

    Read the article

  • How can i run my .LÖVE game directly from the lua interpreter?

    - by jonathan
    I've just started with LOVE and LUA , i'm interested in LOVE because i want to play around with something different from my dayjob(i'm a webdeveloper) and since it uses LUA and is interpreted , i though it would be a great way to try out the API. but i couldn't find how to run my .LÖVE game directly from the lua interpreter? i'm finding it bothersome to package the game each time i make a little test with the API. since i couldn't find the answer i'm asking, but maybe i'm serching for the wrong terms, if this it is a simple matter like "import the library" or set the global, i'll gladly remove my question.

    Read the article

  • Game state management (Game, Menu, Titlescreen, etc)

    - by munchor
    Basically, in every single game I've made so far, I always have a variable like "current_state", which can be "game", "titlescreen", "gameoverscreen", etc. And then on my Update function I have a huge: if current_state == "game" game stuf ... else if current_state == "titlescreen" ... However, I don't feel like this is a professional/clean way of handling states. Any ideas on how to do this in a better way? Or is this the standard way?

    Read the article

  • conf.lua not being read (Lua/LOVE 0.8.0)

    - by Brigham Andersen
    I need a higher resolution for my program to run. For some reason I cannot discern alone, LOVE is not applying (or finding?) conf.lua. My folder architecture is as follows: basefolder/ basefolder/main.lua basefolder/conf.lua basefolder/Resources/ My conf.lua reads: function love.conf(t) t.window.width = 1280 t.window.height = 720 end Is it something with my code, or with how my directory is set up?

    Read the article

  • Twitter integration

    - by qaisjp
    My computer game is powered using Love2d in Lua, there is dead space in the menu of my game and I'd like to fill it up with something. So I'll like to put a twitter feed there, how can I receive all the twitter posts created by AND mentioned from @stickydestroyer; how can I make it look good and code the actual thing. I know I have to use some sort of cURL module, but how can I get the feed AND make it looking nicely?

    Read the article

  • AABB Sweeping, algorithm to solve "stacking box" problem

    - by Ivo Wetzel
    I'm currently working on a simple AABB collision system and after some fiddling the sweeping of a single box vs. another and the calculation of the response velocity needed to push them apart works flawlessly. Now on to the new problem, imagine I'm having a stack of boxes which are falling towards a ground box which isn't moving: Each of these boxes has a vertical velocity for the "gravity" value, let's say this velocity is 5. Now, the result is that they all fall into each other: The reason is obvious, since all the boxes have a downward velocity of 5, this results in no collisions when calculating the relative velocity between the boxes during sweeping. Note: The red ground box here is static (always 0 velocity, can utilize spatial partitioning ), and all dynamic static collisions are resolved first, thus the fact that the boxes stop correctly at this ground box. So, this seems to be simply an issue with the order the boxes are sweept against each other. I imagine that sorting the boxes based on their x and y velocities and then sweeping these groups correctly against each other may resolve this issues. So, I'm looking for algorithms / examples on how to implement such a system. The code can be found here: https://github.com/BonsaiDen/aabb The two files which are of interest are [box/Dynamic.lua][3] and [box/Manager.lua][4]. The project is using Love2D in case you want to run it.

    Read the article

1