Long story short, every year I change framework and language because I can't find the "perfect framework". I've come to realize that whatever the framework, it's not the tool that makes the game, but the developer. But I still hesitate between two frameworks, and I kinda need you guys to help me make my choice. So I hesitate between Love2d, SDL2 (with C).
I really like Love2D because how the community are friendly, the wiki and the documentation are freaking awesome. I have one issues with this framework rn, it's that I struggle to do OOP with lua.
I don't really like SDL2 because the community meh, the wiki is a mess and using the tools in general are quite "suffer". So I am using SDL well the only reason it's that in September I'm gonna start a school specialized on video games creation, and we gonna learn C with SDL. It's why I hesitate so much to use Love2D.
I already use SDL for like the past month but damn it's not I don't like it, it's just that compared to love2d it's bad.
I don't know if learning lua and C at the same time is a good idea? Will using two frameworks at the same time disturb me? I have a lot of questions like that and I really wanted to get your point of view. You are the only programming/gamedev community where I feel so at home on the Internet.
Hesitate to come back on Love2D
Re: Hesitate to come back on Love2D
If OOP is the only sticking point for LOVE, there's plenty of class libraries out there. I like this one, but there are many more:
https://github.com/rxi/classic
https://github.com/rxi/classic
LÖVE-Nuklear - a lightweight immediate mode GUI for LÖVE games
Re: Hesitate to come back on Love2D
Damn didn't know that kind of stuff exists, thanks you !keharriso wrote: ↑Wed Jun 26, 2024 1:24 pm If OOP is the only sticking point for LOVE, there's plenty of class libraries out there. I like this one, but there are many more:
https://github.com/rxi/classic
Re: Hesitate to come back on Love2D
Well, Löve is a wrapper around SDL, OpenGL and a few more libraries. Learning SDL will help you know how Löve is implemented internally, what to expect, etc. In fact, the person that is currently maintaining the majority of Löve is also an SDL important contributor. But yeah, Löve hides the complexity of SDL behind a deliciously simple interface.
Learning both at the same time does not sound like a bad idea to me, as long as you're able to keep them separate in your mind. When I get back to Lua after coding in C++ for a while, I tend to add semicolons to Lua code by mistake, and vice versa; but these just take a little bit getting used to.
As for OOP, you can use an OOP library until you're more comfortable with the language and understand metatables better. rxi's "classic" is a class library with a very straightforward implementation; I recommend that one for now. In fact keharriso posted it before I pressed 'submit'
Learning both at the same time does not sound like a bad idea to me, as long as you're able to keep them separate in your mind. When I get back to Lua after coding in C++ for a while, I tend to add semicolons to Lua code by mistake, and vice versa; but these just take a little bit getting used to.
As for OOP, you can use an OOP library until you're more comfortable with the language and understand metatables better. rxi's "classic" is a class library with a very straightforward implementation; I recommend that one for now. In fact keharriso posted it before I pressed 'submit'
Re: Hesitate to come back on Love2D
Also see other options:keharriso wrote: ↑Wed Jun 26, 2024 1:24 pm If OOP is the only sticking point for LOVE, there's plenty of class libraries out there. I like this one, but there are many more:
https://github.com/rxi/classic
https://github.com/love2d-community/awe ... ov-file#oo
Flexibility of Lua means you can just create any objects (tables) you like and use OOP approach.
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
Re: Hesitate to come back on Love2D
Oh I already use this github for anim8 but thanks you for your answer and sharing itdusoft wrote: ↑Wed Jun 26, 2024 3:13 pmAlso see other options:keharriso wrote: ↑Wed Jun 26, 2024 1:24 pm If OOP is the only sticking point for LOVE, there's plenty of class libraries out there. I like this one, but there are many more:
https://github.com/rxi/classic
https://github.com/love2d-community/awe ... ov-file#oo
Flexibility of Lua means you can just create any objects (tables) you like and use OOP approach.
Re: Hesitate to come back on Love2D
Okay well i'm gonna do that, there are only benefits to doing this thank you for your answerpgimeno wrote: ↑Wed Jun 26, 2024 1:32 pm Well, Löve is a wrapper around SDL, OpenGL and a few more libraries. Learning SDL will help you know how Löve is implemented internally, what to expect, etc. In fact, the person that is currently maintaining the majority of Löve is also an SDL important contributor. But yeah, Löve hides the complexity of SDL behind a deliciously simple interface.
Learning both at the same time does not sound like a bad idea to me, as long as you're able to keep them separate in your mind. When I get back to Lua after coding in C++ for a while, I tend to add semicolons to Lua code by mistake, and vice versa; but these just take a little bit getting used to.
As for OOP, you can use an OOP library until you're more comfortable with the language and understand metatables better. rxi's "classic" is a class library with a very straightforward implementation; I recommend that one for now. In fact keharriso posted it before I pressed 'submit'
Re: Hesitate to come back on Love2D
I wouldn't try comparing them, though. While you could call Lua + LÖVE and C + SDL as pairs with "language + framework", the API from SDL is way more low-level than the API from LÖVE. The same is true for the languages, with you taking less lines to write something in Lua than you would if you wrote the same program using C.
Therefore, your productivity with Lua + LÖVE is going to be higher, and as long as it has the features you need and can deploy to the platforms you're targeting, you should pick that.
Just use the best tool for the job, yeah?
Therefore, your productivity with Lua + LÖVE is going to be higher, and as long as it has the features you need and can deploy to the platforms you're targeting, you should pick that.
Just use the best tool for the job, yeah?
Re: Hesitate to come back on Love2D
I use https://github.com/rxi/classic for my game in progress (3 years now)
OOP works very good.
I made a simple engine and a game using that engine.
engine camera code example
That game is using the engine and for custom code overwrite or extend classes like this.
As you can see, you can extend the engine and call the super like I did above (Camera.super.update(self, dt)).
OOP works very good.
I made a simple engine and a game using that engine.
engine camera code example
Code: Select all
local Geometry = require "lib.engine3.src.framework.helper.math.geometry"
local Callback = require "lib.engine3.src.framework.core.callback"
-- Camera
local Camera = Object:extend("Camera")
Camera:implement(Callback)
function Camera:new(data)
if data == nil then
data = {}
end
self.config = entityManager:findOne(nil, "Config")
self.gameCanvas = entityManager:findOne({name = "gameCanvas"}, "Canvas")
self.x = data.x or 0
self.y = data.y or 0
self.width = data.width or self.gameCanvas:getWidth()
self.height = data.height or self.gameCanvas:getHeight()
self.followSpeed = data.followSpeed or 1
self.targetX = nil
self.targetY = nil
self.bound = true
self.bounds_min_x = nil
self.bounds_min_y = nil
self.bounds_max_x = nil
self.bounds_max_y = nil
self.callbackAfterStop = {}
entityManager:add(self)
end
function Camera:getHeight()
return self.height
end
function Camera:update(dt)
-- bla bla engine
end
function Camera:release()
end
return Camera
Code: Select all
local Camera = require("lib.engine3.src.framework.core.camera"):extend()
function Camera:sceneReadyEvent(args)
-- There are multiple actor movable
for _, actor in ipairs(entityManager:find(nil, "Player")) do
actor.callbackChangeMovableByUserInput["changeMovableActorCamera"] = function(s, active)
if active then
self:setFollowEntity(s)
end
end
if actor.movableByUserInput then
self:setFollowEntity(actor)
end
end
end
function Camera:update(dt)
if self.followEntity then
-- @warning not every followEntity contains a activeFrameset
local newTargetX = self.targetX
if self.followEntity.activeFrameset then
newTargetX = self.followEntity.activeFrameset:getX()
else
newTargetX = self.followEntity:getX() or self.followEntity:getFrameX()
end
-- don't jitter, we only move left <> right
local newTargetY = self.targetY
if self.targetY == nil then
if self.followEntity.activeFrameset then
newTargetY = self.followEntity.activeFrameset:getY()
else
newTargetY = self.followEntity:getY() or self.followEntity:getFrameY()
end
end
if newTargetX ~= self.targetX or newTargetY ~= self.targetY then
self:setTarget(newTargetX, newTargetY)
end
end
-- Call the original camera update
Camera.super.update(self, dt)
end
return Camera
Re: Hesitate to come back on Love2D
Stay with love2D is my option.
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