Live data from Hacker News

LÖVE: 2D Game Framework for Lua

github.com

221–229 of 229 posts

Re: LÖVE: 2D Game Framework for Lua

#221
post #65
post #7

One of the biggest recent indie hits, Balatro, was made in Löve! I really like it, the developer experience is so smooth for beginners, just drag a zip onto the exe and it starts. And the APIs are simple enough to memorize while allowing pretty cool rendering stuff.

A lot of indie devs actually are fine with decompiling/viewing source. Even the STS2 devs have no issue with this. I think it is great and helps the indie dev community. Seeing this has actually made me excited about game dev to the point where I'm beginning to dig in myself.

STS has a wonderful modding scene. Especially the yearly(ish) community mods which lots of people collaborated on, and the officially recognized Downfall mod, are very impressive and a great deal of fun. I think modability is a big part of the indie game success script, if there is such a thing. Even if modded players are a small share in numbers, I think they're often a backbone in the community an indie game needs to stick around.

Re: LÖVE: 2D Game Framework for Lua

#222
post #119

Earlier 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.

Sometimes I feel like I'm the only person in the world who does not care about zero-indexed VS one-indexed. It's just the way Lua is, no big deal. Then again, I don't care about significant whitespace either. Maybe I'm just weird.

It bothered me in theory, but when I started writing lua it quickly became clear that it really doesn't matter. It's just another quirk, like significant whitespace: I don't prefer it, but it's so far down my list of language priorities that it basically doesn't matter.

Re: LÖVE: 2D Game Framework for Lua

#223

Earlier quoted context omitted.

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…

> If it were about making a choice of which web framework to use on the server, obviously you wouldn't want to use Lua. Wait just a minute, there exist many web frameworks in lua, and programmers who enjoy lua might want to use them.

Cloudfare got pretty far with nginx+luajit before switching to rust, iirc

Re: LÖVE: 2D Game Framework for Lua

#224
post #119

Earlier 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.

Sometimes I feel like I'm the only person in the world who does not care about zero-indexed VS one-indexed. It's just the way Lua is, no big deal. Then again, I don't care about significant whitespace either. Maybe I'm just weird.

no, you are not the only one. There are dozens of us!

Re: LÖVE: 2D Game Framework for Lua

#228

Earlier quoted context omitted.

Definitely SDL2. Author is currently building version 12 which will be using SDL3. But it's been in development for quite some time with no clear end date afaik.

Who is "the author" these days? Is it Slime? I wonder what Rude and Bartbes and vrld are up to these days. Are releases still done on holidays? Are all libraries still named after sex themes? I was active for versions 0.4 - 0.6.

Yes, idk, and of course

Re: LÖVE: 2D Game Framework for Lua

#229

Earlier quoted context omitted.

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.

As the open source author in question, I'd politely ask everyone to not draw overly-generic conclusions from an ancient discussion in some third-party forum, which links to a (now) resolved bug report. Open source is not a one-way street. By publicly disparaging open source projects, you're actually harming the ecosystem you rely on.

Please accept my apologies. Stable LOVE ships a pretty old version of LuaJIT; I didn't realize it'd been resolved upstream.
Post reply on HN