Gravity Wars - turn based artillery game in space (planets' gravity affect shot path)
LÖVE: 2D Game Framework for Lua
181–190 of 229 posts
Re: LÖVE: 2D Game Framework for Lua
#182I 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…..
It’s been a recurring issue I’ve seen in open source where there is active development but no releases. I don’t get why you’d put all the work in to fixing bugs and building features but not hit the button to build a release.
Re: LÖVE: 2D Game Framework for Lua
#183Earlier quoted context omitted.
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/
Or use raylib from luajit FFI and blow C# out of the water. Luajit can be faster than C, truly alien tech from Mike Pall.
Re: LÖVE: 2D Game Framework for Lua
#184Re: LÖVE: 2D Game Framework for Lua
#185Yeah this is amazing. I'd love to see integration with raylib at some point, if possible that is. Lua's small footprint is it's one big advantage in addition to its pleasent syntax but with tiny cc (which raylib supports when I last checked a few years ago) you can get a compact c runtime as well. I haven't worked on a project with either of these frameworks but a couple of years back I was researching into some fram…
Re: LÖVE: 2D Game Framework for Lua
#186Btw, 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.
Re: LÖVE: 2D Game Framework for Lua
#187Re: LÖVE: 2D Game Framework for Lua
#188Earlier quoted context omitted.
I know it’s bikeshedding and leads to pointless discussions, but in my opinion Lua would be the perfect scripting language if it had 0-based indexing. “It makes more sense this way” is not a good enough reason to break convention.
There is nothing stopping you from doing someArray[0] = "the first item", you know. For me, the table is extremely powerful. I like it that it can be used as a sparse array, a hash, a vector, whatever. Of course one must know, at heart, the difference between pairs() and ipairs() and what it means for your data, though ..
So, as someone only very peripherally familiar with Lua, can someone please explain the table thing to me? I've heard Lua fans gush that Lua is tables all the way down, except it seems like there's these tables on the one hand that work like arrays, and those other tables on the other hand that work like objects, and you can't mix them up...
Is that not just an ordinary dynamically typed language with arrays and objects then, except it overloads the word "table" to refer to both?
I'm sure I'm missing something, happy to hear what that is.
Re: LÖVE: 2D Game Framework for Lua
#189If you liked Love2D, please take a look at Carimbo (my engine). https://github.com/willtobyte/carimbo I have a game on Steam made with it, the game is open-source now. https://github.com/willtobyte/reprobate
To me this sounds similar to Love2D. How is Carimbo different, from the perspective of a dev working with it?
Re: LÖVE: 2D Game Framework for Lua
#190Someone should make a framework like this but with static typing and manual memory management. If you want a modable game you really need to have it in a managed language, and I spent enough time fighting with garbage collectors that it's just a non-starter. A shame because Love is really nice to use.
... Why is that? Personally, both as a game developer and modder, dynamic languages like Lua and alike tend to be a lot easier to make moddable and also force in mods regardless of how the authors felt about modding in the first place. Isn't it quite the opposite?