Will love consider having an architecture pattern for games?

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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abyssol
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Will love consider having an architecture pattern for games?

Post by abyssol »

LÖVE is an awesome framework as we know, but I wish that LÖVE would have an optional and feasible architecture pattern for game developers in APIs or other forms, because LÖVE is more of a framework at the wrapping level for now.

I think :monocle: to write an :huh: ECS framework is :( a nightmare to me :cry: , too many exception handling :crazy: , my brain power overloaded.
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GVovkiv
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Re: Will love consider having an architecture pattern for games?

Post by GVovkiv »

Then it will just become yet another game engine?
Do we really need it?
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BrotSagtMist
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Re: Will love consider having an architecture pattern for games?

Post by BrotSagtMist »

I have problems understanding what this is about here.
What is an architecture pattern?
obey
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pgimeno
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Re: Will love consider having an architecture pattern for games?

Post by pgimeno »

Löve is a sort of bare bones framework; to provide extra functionality and customize it to your liking, you're supposed to use libraries. There are already ECS libraries for Lua and Löve; right away I only remember tinyECS but if I recall correctly, there are others.
abyssol
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Re: Will love consider having an architecture pattern for games?

Post by abyssol »

BrotSagtMist wrote: Sat Nov 06, 2021 10:24 pm I have problems understanding what this is about here.
What is an architecture pattern?
Maybe my description is a bit wrong. It may mean how to manage code in an elegant way.

It may include some techniques like object pool to form a whole framework that you can (re)use it to make various games.

My English is pool. :nyu:
abyssol
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Re: Will love consider having an architecture pattern for games?

Post by abyssol »

Oh, I really did a stupid thing. Why don't I write my framework in C functions then invoked by lua, instead of writing it all in lua. Then i don't have to struggle with exception handling and some features that are not supported in script language or will implement in the inelegant way.
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