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Re: [Solved] Offset turret help
Posted: Fri Sep 02, 2011 8:35 pm
by SPlice
It seems to me this sort of thing would best be implemented within the love engine as compiled code not LUA, any thoughts on that? I also see it as a necessary component of a large game project, I looked around at some of the open source scene graph options but they seemed like complete packages of there own. I wonder what that chances of getting something like that implemented in the next love release would be.....
Re: [Solved] Offset turret help
Posted: Fri Sep 02, 2011 8:37 pm
by bartbes
Exactly 0%.
Re: [Solved] Offset turret help
Posted: Fri Sep 02, 2011 9:04 pm
by SPlice
Why is it low on the priority list? I suppose love is open source so one could just add that feature in, seems to me it would be better to do that than make one in LUA to handle everything. But than the game would not work for anyone who didn't have the special engine.
Life is full of difficult choices!
Re: [Solved] Offset turret help
Posted: Sat Sep 03, 2011 1:01 pm
by Rad3k
SPlice wrote:Why is it low on the priority list? I suppose love is open source so one could just add that feature in, seems to me it would be better to do that than make one in LUA to handle everything. But than the game would not work for anyone who didn't have the special engine.
Life is full of difficult choices!
The way I see it - if Löve became a specialised game engine with scene graphs and other advanced features, many people would look at it and think "this is so huge and complex, I don't need even 10% of its features, so I'd better go look for something more simple and straightforward". In this respect, Löve doesn't make any game design decisions for you - it gives you freedom to decide yourself what's best for you.
If you need scene graphs, just write a Lua library for it, you can then reuse it in as many projects as you wish. Only if you find that Lua is the performance bottleneck here, then consider implementing this in C/C++ as a binary module.