LÖVE: 2D Game Framework for Lua
211–220 of 229 posts
Re: LÖVE: 2D Game Framework for Lua
#212Re: LÖVE: 2D Game Framework for Lua
#213I wish lua would be more popular outside of its scripting language bubble, but its tendency to occasionally introduce breaking changes every release doesn't makes it very palatable as a main language for writting software.
Re: LÖVE: 2D Game Framework for Lua
#214Earlier quoted context omitted.
Small stdlib, “implement it yourself” philosophy to even things like classes, diverging language versions and fragmentation (a lot of people don’t like any of the post 5.1 changes), bad tooling and editor support, dynamic duck typed language with no type hints
If it were about making a choice of which web framework to use on the server, obviously you wouldn't want to use Lua. But if it is about using it as an embedded language. you want just enough language to get you started and be able to tweak controls. so that the embedded language itself doesn't take up unnecessary space, on its own. It's a design choice to have a language as small as possible while still offering coo…
Wait just a minute, there exist many web frameworks in lua, and programmers who enjoy lua might want to use them.
Re: LÖVE: 2D Game Framework for Lua
#215Earlier quoted context omitted.
well, it is true that the second one is more concise. The only difference is that one of the language is embedded and barely takes any place. it's just a few C files :-D It offers just enough functionality while not making it overly complicated to make basic things. The other one is way way bigger. and even Array.filter didn't exist from the start
Alright, here is Janet, which is designed to be embeddable just like Lua: (set enemies (filter |($ :alive) enemies)) Though JavaScript has QuickJS, which is also lightweight.
Re: LÖVE: 2D Game Framework for Lua
#216Re: LÖVE: 2D Game Framework for Lua
#217Earlier quoted context omitted.
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 lik…
Nobody ever said in the thread that web is the most efficient platform, stop with your “designed for documents” trauma already.
And it isn't trauma, it's literal fact. Electron isn't used because it's technically superior to native applications, it's used because web devs are a dime a dozen. It's popular for business reasons, not technical reasons. It works "well enough," but only because computers are really fast but there's only so much slack an OS can take up when even parts of it are Electron apps, and probably vibe-coded to boot.
Re: LÖVE: 2D Game Framework for Lua
#218Am I really the first one to mention pico8 in this thread? Anyway, pico8 is another option that has a bit different spin, but you also implement the games in Lua :)
antirez' LOAD81 never gets enough love in these discussions even though it is simply awesome: https://github.com/antirez/load81 Anyone looking at Lua/SDL/game engines would learn a lot from antirez' fun little afternoon project ..
People would be better off looking at the examples page and repo for SDL itself.
Re: LÖVE: 2D Game Framework for Lua
#219Earlier quoted context omitted.
> 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…
It's not really tables all the way down - Lua has datatypes like nil, boolean, number, string, table, userdata + lightuserdata, functions, coroutines. I think that's the entire list, actually. So a table is a hashtable. Just about anything can be a key to the hash - a number, a string, a boolean, another table, a userdata. I can't recall if functions and coroutines can be keys but I suspect they could. I definitely k…
Re: LÖVE: 2D Game Framework for Lua
#220Earlier quoted context omitted.
I've not done proper scientific comparisons, but had to reimplement some games as websites to make them reliably perform on Raspberry Pi's we used embedded. This is a bit of an apples to oranges scenario, because the algorithm and architecture is not exactly the same, despite the game functioning identical. The main weak points of LÖVE that we hit were mainly around embedded video playback though, which is probably v…
I dunno if this is what you were seeing, but LuaJIT has some serious performance issues on ARM. https://love2d.org/forums/viewtopic.php?t=94760 It's unfortunate as Love2D is generally VERY snappy on x86. I used it on a 300MHz laptop back in the day.
Open source is not a one-way street. By publicly disparaging open source projects, you're actually harming the ecosystem you rely on.