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LÖVE: 2D Game Framework for Lua

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Re: LÖVE: 2D Game Framework for Lua

#71
post #54

Earlier quoted context omitted.

Explain this to electron haters.

Browser engines are optimized for displaying web pages, not for applications. 60MB+ for a calculator is not optimal.

explain that to my webgl TypeScript browser game running at 180+ FPS while rendering a large RPG tiled world with infinite procedurally JIT generated biomes, with heavy processing delegated to webworkers.

Re: LÖVE: 2D Game Framework for Lua

#72
Was going to post a link to the minimal template for setting up Löve2D with Fennel, that I can really recommend, and found this recent article describing that...

https://itch.io/jam/love2d-jam-2026/topic/6082771/how-to-get...

... posted in the site of the 2026 Löve2D Game Jam, that sounds like something also worth mentioning: https://itch.io/jam/love2d-jam-2026

Too late to enter. Jam was last month. But there are 47 games to check out there, plus many from previous years.

Re: LÖVE: 2D Game Framework for Lua

#73
post #17

Earlier quoted context omitted.

They are saying web based solutions often out perform LÖVE, even though you would expect the opposite because LÖVE doesn't have the bloat of a browser engine.

Browser engines are probably some of the most optimized pieces of software in existence, so it doesn't surprise me at all.

Love2D uses Luajit and directly calls established game libraries. The CPU usage should be far better for 2D games, luajit is faster than a browser's javascript jit. You can also create single exe games that are a few megabytes and not a few hundred megabytes.

Re: LÖVE: 2D Game Framework for Lua

#74
post #2

I love LÖVE. For me it sits at the perfect intersection between high and low level abstraction. Unfortunately the latest released version is getting pretty long in the tooth now and a lot of devs use the latest HEAD from the repo since it has better performance and compatibility. One day the mythical 12.0 will get released for real…..

You might like MonoGame. Same level of abstraction, but in C#.

https://monogame.net

Re: LÖVE: 2D Game Framework for Lua

#75
post #71
post #54

Earlier quoted context omitted.

Browser engines are optimized for displaying web pages, not for applications. 60MB+ for a calculator is not optimal.

explain that to my webgl TypeScript browser game running at 180+ FPS while rendering a large RPG tiled world with infinite procedurally JIT generated biomes, with heavy processing delegated to webworkers.

As you aren't posting code or stats I can't say much, but I'd bet a native app would still be smaller and more efficient, since you have to wrap what you're doing in an entire Chromium instance and deal with a web stack designed for documents, which is definitionally less efficient than a native alternative. Tiles aren't exactly cutting edge technology.

"Heavy processing delegated to webworkers?" That just sounds like threads but worse.

Re: LÖVE: 2D Game Framework for Lua

#76

Earlier quoted context omitted.

There is a lot more that goes into Love2D than just SDL. It uses many other libraries for sound, image loading, etc as well as using luajit so that the lua runs very fast and has a super easy C FFI.

But SDL already provides an API for all the things you listed. So I am assuming the libraries in Love2D still call those underlying SDL APIs right?

Love2D uses openAL for audio, FreeType 2 for fonts, DevIL for image loading and Box2D for physics. It can also use image fonts. It uses luasocket for networking and has a compression API built in.

On top of that there are love2d specific libraries people have written to deal with 2D games like GUIs and tile libraries.

Then there is the ease of debugging, where you can use lua to have runtime access to the table of variables and can print them on screen if you need to, not to mention dynamically loading new update and draw and input functions.

This is all to say that just downloading SDL is not going to get anywhere close to what love2d has included.

Re: LÖVE: 2D Game Framework for Lua

#78

I've used this for many projects that are still working to this day. That said, i'm not impressed. A web-based solution is usually better performing, despite all the bloatware necessary. This says a lot about the state of software development unfortunately.

[dead]

Re: LÖVE: 2D Game Framework for Lua

#79
post #74
post #2

I love LÖVE. For me it sits at the perfect intersection between high and low level abstraction. Unfortunately the latest released version is getting pretty long in the tooth now and a lot of devs use the latest HEAD from the repo since it has better performance and compatibility. One day the mythical 12.0 will get released for real…..

You might like MonoGame. Same level of abstraction, but in C#. https://monogame.net

Since we've stepped from interpreted language (Lua) to compiled-to-VM language (C#), let's go all the way down to compiled, low-level language (C) with Raylib!

https://www.raylib.com/

Re: LÖVE: 2D Game Framework for Lua

#80
post #8

Btw, Love2D is based on SDL2. If you hate Lua but needs the same cross-platform capabilities, you can use an SDL2 binding in other languages or make your own.

SDL3 should get more love in general. The SDL3 GPU API[1] provided a cross-platform GPU API even before WebGPU. In Rust it's a good alternative for winit/wgpu. For that reason I added it to areweguiyet.com[2] last week, where apparently it wasn't even listed before. I am currently using it to develop a space game[3] inspired by the original BBC Elite. Using emscripten to get on the web and QUIC/Webtransport for netwo…

SDL3 doesn't support bindless resources and the plans to do so in the future are very loose[1].

[1] https://github.com/libsdl-org/SDL/issues/11148#issuecomment-...

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