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

theengine.co

21–30 of 39 posts

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

#21
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 :)

Haha.. good catch. Already have submitted a pull request with the fix for it.

Cheers!

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

#22
Ok, you have my attention. Coming from experience with other layered engines, Lua based ones as well, tell me about its limitations and performance characteristics. Does the the engine have any limiting edge cases where using some aspects like direct pixel addressing, large tiles or many tiles, world boundary optimizations, # of physics objects can spiral the upper fps down. Previous guesses are just examples and may not representan issue present in Loom, but feel free add to the list if its worth mentioning.

For instance, would I be able to do a simple fluid simulation, particle gelling etc with loom?

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

#23
post #19

Earlier quoted context omitted.

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 en…

The main benefit I see (though I am amused not to see it mentioned here or on their site) is that a lot of Flash programmers will see it's almost like AS3, and be willing and able to get comfortable with this since they "know" how it works.

However I hope the $500/license doesn't show that they are planning to emulate Adobe too closely...

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

#24
post #23
post #19

Earlier quoted context omitted.

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 en…

The main benefit I see (though I am amused not to see it mentioned here or on their site) is that a lot of Flash programmers will see it's almost like AS3, and be willing and able to get comfortable with this since they "know" how it works. However I hope the $500/license doesn't show that they are planning to emulate Adobe too closely...

The Engine Company is a small company (5 of us) based in Eugene, OR. We are self funded so we don't have any VCs that we have to please.

We feel our licensing terms are very fair: http://theengine.co/license

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

#27
post #24
post #23

Earlier quoted context omitted.

The main benefit I see (though I am amused not to see it mentioned here or on their site) is that a lot of Flash programmers will see it's almost like AS3, and be willing and able to get comfortable with this since they "know" how it works. However I hope the $500/license doesn't show that they are planning to emulate Adobe too closely...

The Engine Company is a small company (5 of us) based in Eugene, OR. We are self funded so we don't have any VCs that we have to please. We feel our licensing terms are very fair: http://theengine.co/license

There is a tech scene in Eugene? Neat!

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

#28
Don't know if there are big advantages over Moai or Cocos2dx-javascript, and not sure about yet-another-language-to-learn, but looks very interesting.

What about native calls? (Like web popups or sharing/receiving files.) Is it necessary to enter the NDK nightmare? Are they possible?

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

#30

Here are my first impressions from a brief test drive. http://luciangames.com/blog/2013/2/26/the-loom-game-engine

One of the Loom engineers here. Nice writeup, lots of great feedback here, I filed a Story specifically for the route you took and how to optimize it. It's fun to have "As a sodiumphosphate..." stories, keep em coming!
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