Search found 175 matches
Re: Lua 5.3
'At this time' is quite different from 'never.' :) I wish I could share you optimism. The new GC was getting nowhere before this and when an open source programmer puts a project on hiatus, he usually never returns to it. This was 11 days ago: http://repo.or.cz/w/luajit-2.0.git/commit/f49c61a2776ae...
Re: Lua 5.3
It's not at all out of the question for Mike Pall to integrate many or all of Lua 5.3's features into LuaJIT, although one of Lua 5.2's features (__gc for regular tables) won't be implemented until after LuaJIT's new garbage collector is implemented. ..which would be never: http://luajit.org/sponso...
Re: Lua 5.3
I would love to use 5.3 if there was a good JIT for it, even 5.2 has some nice advantages over 5.1. But I don't know if that's going to happen anytime soon... Now that Mike Pall has put LuaJIT in maintenance mode we are pretty much stuck with what we have. How many people have the necessary skills ...
- Sun Dec 14, 2014 4:25 pm
- Forum: General
- Topic: Female members of LÖVE community?
- Replies: 14
- Views: 12164
Re: Female members of LÖVE community?
I am not opposed to any group starting their own little private club but I think this one will suffer from a lack potential members. The last time we had a poll here only one poster identified as "female". Females are rare in the programming world in general and the Lua community is tiny. ...
Re: Lua 5.3
Well, I don't think anyone would want to drop LuaJIT... Would you? No, I think Lua 5.3 offers nothing to game developers. The support for 64-bit integers only makes things more complicated and slower for those who do not need them. I can see why the Lua devs did it though. 64-bit integers are becom...
Lua 5.3
Lua 5.3 is about to be released and I wonder about the LÖVE dev team's attitude about that.
Lua 5.3 and LuaJIT are not compatible so the choice seems to be to stick to the currently used common subset of Lua 5.2 and LuaJIT 2 or port to Lua 5.3 and drop LuaJIT.
Lua 5.3 and LuaJIT are not compatible so the choice seems to be to stick to the currently used common subset of Lua 5.2 and LuaJIT 2 or port to Lua 5.3 and drop LuaJIT.
- Sun Aug 31, 2014 5:57 pm
- Forum: Support and Development
- Topic: Lua Optimizing
- Replies: 6
- Views: 8293
Re: Lua Optimizing
Take a look at this: http://springrts.com/wiki/Lua_Performance great tips for lua optimization. I implemented a few and noticed big differences in performance. Lua not LuaJIT though and LÖVE uses LuaJIT by default now. E.g. Don't use math.[max|min]() in time critical code! Maybe right for Lua, but ...
- Sun Mar 23, 2014 4:53 pm
- Forum: General
- Topic: PA Game (Lua project preview)
- Replies: 3
- Views: 5496
Re: PA Game (Lua project preview)
As you said yourself, it is a pure Lua project (so far), not a LÖVE one. People here are probably only interested in graphical LÖVE games. I remember starting text-based too, back then I was a teenager and knew very little about programming. It is a good way to start, but do not expect many people b...
- Wed Feb 26, 2014 1:02 am
- Forum: Support and Development
- Topic: Saving problem
- Replies: 7
- Views: 7361
Re: Saving problem
If I correctly understand action of filesystem.newFile, it must make new file so if i for test write Learning to program step 1: Learn English. Sorry, but your English is so bad that I can barely understand what you are trying to say. And of course that means that you probably cannot really underst...
- Tue Feb 25, 2014 5:38 pm
- Forum: Support and Development
- Topic: Saving problem
- Replies: 7
- Views: 7361
Re: Saving problem
Hi Can you look at my saving code and say where is error, because my files are not saving numbers in file? function love.update(dt) var = {} var.score = seconds var.highscore = 0 file = love.filesystem.newFile('scores.lua') file:write("var.highscore = ", var.highscore) file:close() dofile...