Live data from Hacker News

LÖVE 0.10 released with iOS and Android support

love2d.org

41–50 of 100 posts

Re: LÖVE 0.10 released with iOS and Android support

#44
post #43

LOVE uses LuaJit, right? How does that work with mobile where you may be denied execute access to the data segment?

To answer my own question, here's a quote from the LuaJIT website:

> Note: the JIT compiler is disabled for iOS, because regular iOS Apps are not allowed to generate code at runtime. You'll only get the performance of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but much slower than the JIT compiler. Please complain to Apple, not me. Or use Android. :-p

Re: LÖVE 0.10 released with iOS and Android support

#45

I kind of wish someone would be inspired to write something like this in Elm ( http://elm-lang.org/ ), if only to help people get away from buggy OO-mutable languages

I just don't understand comments like these. Providing a blanket statement that doesn't provide any reasons whatsoever. It doesn't really help contribute to the post, and it just angers people. I hate the term troll, but that's what this feels like. If you actually feel this way then I feel bad that you restrict yourself to only one type of tool. Also I find it confusing when functional evangelicals talk bad about OO and mutable languages when a lot of the languages compilers are built on languages like C. They wouldn't even have functional languages without C.

Re: LÖVE 0.10 released with iOS and Android support

#48
I tried Löve a few times as well as many others while searching for an engine to make simple graphical/physical simulations using a dynamic scripting language in for work (using other libraries). It was okay but my favorite was Gosu (ruby/C++), I wish it saw more love.

Re: LÖVE 0.10 released with iOS and Android support

#49

I kind of wish someone would be inspired to write something like this in Elm ( http://elm-lang.org/ ), if only to help people get away from buggy OO-mutable languages

I just don't understand comments like these. Providing a blanket statement that doesn't provide any reasons whatsoever. It doesn't really help contribute to the post, and it just angers people. I hate the term troll, but that's what this feels like. If you actually feel this way then I feel bad that you restrict yourself to only one type of tool. Also I find it confusing when functional evangelicals talk bad about OO…

While Haskell's (well, GHC's) runtime does have parts that are written in C, GHC itself is written in Haskell (and was originally written in a ML dialect I think). The lineage of FP languages seems to be very different than whats typical.

But yea, random blanket statements like that aren't helpful.

There is an older Lua backend for PureScript (at https://github.com/osa1/psc-lua) that may be worth checking out... if it gets a revival. AFAIK that version is a superset of (current) Elm, so it may be possible to combine it with love to get some sort of "Elm for love2d" :)

Re: LÖVE 0.10 released with iOS and Android support

#50

I would love to tinker with LÖVE, but I don't know the first thing about Lua. Anyone have pointers to good introductory resources they can share?

For a couple of quick intros, try Learn Lua in 15 Minutes[1] and Learning Lua from JS[2]. For a bit more depth, try the Lua-users Tutorial Directory[3]. For serious depth, the two recommended by Gracana, PIL[4] and the reference manual[5], are fantastic. For an overview of the ecosystem, including some useful gamedev libraries and LÖVE-specific resources, take a look at awesome-lua[6] (my own, shameless plug).

http://tylerneylon.com/a/learn-lua/

http://phrogz.net/lua/LearningLua_FromJS.html

http://lua-users.org/wiki/TutorialDirectory

http://www.lua.org/pil/

http://www.lua.org/manual/5.1/

https://github.com/LewisJEllis/awesome-lua

Post reply on HN