Live data from Hacker News

LÖVE 0.10 released with iOS and Android support

love2d.org

11–20 of 100 posts

Re: LÖVE 0.10 released with iOS and Android support

#11

I would love to tinker with LÖVE, but I don't know the first thing about Lua. Anyone have pointers to good introductory resources they can share?

"Programming in Lua" is Lua's K&R. It is a very well written technical book.

The Lua reference manual is also very approachable.

http://www.lua.org/pil/

http://www.lua.org/manual/5.3/

Re: LÖVE 0.10 released with iOS and Android support

#15
post #10

I would love to tinker with LÖVE, but I don't know the first thing about Lua. Anyone have pointers to good introductory resources they can share?

How's the performance compared to say Cocos2d-X in C++? For say something like large scale steering forces and Behavior agents?

LuaJIT is fast and Love is minimal. It has threads and can callout to C.

So performance is good.

Re: LÖVE 0.10 released with iOS and Android support

#17

How does LÖVE compare with Corona SDK, a commercial Lua-based mobile framework?

LÖVE is free, open source, runs on desktop and mobile, local builds and so on. Also, it is based on SDL2 so, if you know C, you can modify the code.

That being said, Corona SDK is probably more mature for mobile. Personally I prefer LÖVE because of the fast iteration cycle do to local builds (Corona SDK builds the game on their servers).

Re: LÖVE 0.10 released with iOS and Android support

#18

How does LÖVE compare with Corona SDK, a commercial Lua-based mobile framework?

Love is used mostly to prototype games for the PC, and support has only begun today of the mobile frontend. (It was usable for a while, but only now is it supported.)

Love has minimal bindings, basically only enough to make use of most of SDL and OpenGL. It lacks all of the native and GUI support of Corona (except where you write your own C bindings... have fun with that, I suppose.)

Re: LÖVE 0.10 released with iOS and Android support

#19

How does LÖVE compare with Corona SDK, a commercial Lua-based mobile framework?

LÖVE is free, open source, runs on desktop and mobile, local builds and so on. Also, it is based on SDL2 so, if you know C, you can modify the code. That being said, Corona SDK is probably more mature for mobile. Personally I prefer LÖVE because of the fast iteration cycle do to local builds (Corona SDK builds the game on their servers).

Only if you want to deploy it to a device. Otherwise you can reload instantly when developing on PC/Mac

Re: LÖVE 0.10 released with iOS and Android support

#20
post #19

Earlier quoted context omitted.

LÖVE is free, open source, runs on desktop and mobile, local builds and so on. Also, it is based on SDL2 so, if you know C, you can modify the code. That being said, Corona SDK is probably more mature for mobile. Personally I prefer LÖVE because of the fast iteration cycle do to local builds (Corona SDK builds the game on their servers).

Only if you want to deploy it to a device. Otherwise you can reload instantly when developing on PC/Mac

I know you can use the simulator to test, but I prefer to test directly on the device and when you need to wait ~1 minute per build it is a bit annoying. I used Corona SDK for a small 2D game two years ago, maybe now the build times is better ...
Post reply on HN