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Loom: Native mobile game engine with live reload of code and assets

theengine.co

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Re: Loom: Native mobile game engine with live reload of code and assets

#13

Why the hell force me into LoomScript when Lua would have given a readily available source of learned game developers? Delegates, are you kidding me? I refuse to program in a language that doesn't treat functions as first class citizens.

Valid LoomScript:

var f = function():void { Console.print("Hello world!"); }; f.call();

Not sure how much more first class it gets, but I'm open to your suggestions!

Re: Loom: Native mobile game engine with live reload of code and assets

#14

Why the hell force me into LoomScript when Lua would have given a readily available source of learned game developers? Delegates, are you kidding me? I refuse to program in a language that doesn't treat functions as first class citizens.

Valid LoomScript: var f = function():void { Console.print("Hello world!"); }; f.call(); Not sure how much more first class it gets, but I'm open to your suggestions!

The only examples readily available in the linked page are with onSomeEvent, which may have been of a special function accepting type, so that you could do what you did above was not immediately clear. "Delegates" and "C#" also strike the wrong chord with me. And if you run on the LuaVM, why would you not allow Lua interspersed or replacing LoomScript? I'd be that much likely to look into this framework, as I'm always looking for more reasons to use Lua, and less reasons to learn new languages (currently I already have VimScript, R, Awk and possibly Rust on the pipeline.)

Re: Loom: Native mobile game engine with live reload of code and assets

#15

Earlier quoted context omitted.

Valid LoomScript: var f = function():void { Console.print("Hello world!"); }; f.call(); Not sure how much more first class it gets, but I'm open to your suggestions!

The only examples readily available in the linked page are with onSomeEvent, which may have been of a special function accepting type, so that you could do what you did above was not immediately clear. "Delegates" and "C#" also strike the wrong chord with me. And if you run on the LuaVM, why would you not allow Lua interspersed or replacing LoomScript? I'd be that much likely to look into this framework, as I'm alway…

If using Lua is the primary factor in your technology choices, you may want to use Corona, Love, MOAI, or another high quality Lua-based game engine product.

That said, we went with LoomScript over Lua because we did not want to use a language where OOP is an idiom. And we support one development path because, in our opinion, it is the best option - and because, in our experience, great platforms choose a "right way" to do things and run with it.

You do get the full source code, so if it really bothered you it would not be hard to "fall back" to plain old Lua. But I think that would be overlooking a lot of benefits.

Re: Loom: Native mobile game engine with live reload of code and assets

#16
post #8

I've got the same development capabilities with my current MOAI environment - dev on Linux or OSX, deploy to repo, get app for any of the architectures built by my build server: linux-amd64, linux-x86, linux-arm, osx app bundle, ios appbundle, android, windows, NaCL .. For live code-reloading, I simply use MOAI Remote when needed: https://github.com/seclorum/metalab_sessions/tree/master/MOA... But the whole point of…

In LOOM arrays start properly at 0 and @primitur your MOAI is showing... https://www.google.com/search?q=primitur+moai

Never had a problem with 1-based arrays in Lua, and diverted: thanks thanks, in fact I am a huge MOAI fanboix, so .. yeah ..

Re: Loom: Native mobile game engine with live reload of code and assets

#17
post #5

When I read the headline I was somehow expecting a native port of the Loom adventure game ... https://en.wikipedia.org/wiki/Loom_(video_game)

I was thinking the exact same thing…

So was I! Great game.

Re: Loom: Native mobile game engine with live reload of code and assets

#18
Just in case anybody from the Loom project reads this:

> Loom licensees receive full C++ source code (and did we mention that Loom licenses are FREE right now? (link to signup page)).

I think there "link to signup page" is a placeholder that made it on the webpage :)

Re: Loom: Native mobile game engine with live reload of code and assets

#19

Earlier quoted context omitted.

The only examples readily available in the linked page are with onSomeEvent, which may have been of a special function accepting type, so that you could do what you did above was not immediately clear. "Delegates" and "C#" also strike the wrong chord with me. And if you run on the LuaVM, why would you not allow Lua interspersed or replacing LoomScript? I'd be that much likely to look into this framework, as I'm alway…

If using Lua is the primary factor in your technology choices, you may want to use Corona, Love, MOAI, or another high quality Lua-based game engine product. That said, we went with LoomScript over Lua because we did not want to use a language where OOP is an idiom. And we support one development path because, in our opinion, it is the best option - and because, in our experience, great platforms choose a "right way"…

What are the benefits though? I wouldn't say using Lua is a "primary factor", but Lua is:

* Simple yet powerful

* Supports multiple paradigms

* Fairly concise

* DSL friendly

* Very robust

* Small footprint

* About as quick as they come in this language space, even without LuaJIT

* Supported by tools, debuggers and a community

If I were contemplating building my own dynamic language to support something like a game engine there would have to be some pretty compelling arguments not to just use Lua. I'm sure you've thought about it - so what's the reasoning?

Re: Loom: Native mobile game engine with live reload of code and assets

#20
post #18

Just in case anybody from the Loom project reads this: > Loom licensees receive full C++ source code (and did we mention that Loom licenses are FREE right now? (link to signup page)). I think there "link to signup page" is a placeholder that made it on the webpage :)

What URL do you see that? We'll fix it right away. :)
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