Love2D should look into its android capabilities

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Gunroar:Cannon()
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Love2D should look into its android capabilities

Post by Gunroar:Cannon() »

I mean, I came to the forums today and from there just learnt Balatro is made with Love2D :rofl: .

(Too bad it doesn't seem like Love2D community Devs really care that an actual pretty famous game is made with Love2D, but that's besides the point)

Now I also just learnt that Balatro devs are having a hard time porting to android, I don't really know why as I've never reaallly tried it and always assumed it to be straight forward but apparently others also confirm that it's a problem (Reddit thread). So ... like, I don't know. Doesn't it stain love2D's reputation :P :rofl: But for real, I feel like the actual reason Android stuff isn't looked after too well is because mostly non-mainstream games have been made, and I'm sure the Balatro dev(s) will probably find a work around but still, for the future.

Also the fact that LuaJit still hasn't been fixed for Android and still causes Android projects to practically freeze, and without jit projects just a liiiiittle bit ambitious on android run kinda slow. :(

Could we just ... try to fix these problems, especially the jit?
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pgimeno
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Re: Love2D should look into its android capabilities

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Gunroar:Cannon() wrote: Tue May 07, 2024 10:43 am Could we just ... try to fix these problems, especially the jit?
No, we couldn't. Different projects, different devs.
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Re: Love2D should look into its android capabilities

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Gunroar:Cannon() wrote: Tue May 07, 2024 10:43 am (Too bad it doesn't seem like Love2D community Devs really care that an actual pretty famous game is made with Love2D, but that's besides the point)
Balatro's great. It's also not nearly the first famous game made with LÖVE. :)

If you're talking about the homepage, we just don't have active people who want to do the work to continuously update that.
Gunroar:Cannon() wrote: Tue May 07, 2024 10:43 am Now I also just learnt that Balatro devs are having a hard time porting to android, I don't really know why as I've never reaallly tried it and always assumed it to be straight forward but apparently others also confirm that it's a problem (Reddit thread)
Instead of random reddit threads, if they have actual problems they can always talk to us directly – as they have in the past for a Windows performance bug that was our fault which we fixed once we were aware.

That being said, most of what I've seen are modders who aren't familiar with LÖVE trying to port the game to a platform with wildly different control schemes and constraints than PC/console. Rather than the actual developers running into problems. Not that the latter doesn't happen. Just keep in mind not all development discussion about the game is written by its developers.
Gunroar:Cannon() wrote: Tue May 07, 2024 10:43 am Also the fact that LuaJit still hasn't been fixed for Android and still causes Android projects to practically freeze, and without jit projects just a liiiiittle bit ambitious on android run kinda slow. :(

Could we just ... try to fix these problems, especially the jit?
I have no idea what you mean by freezing issues, that's the first I've heard of it. If you have a project that freezes, please post a bug report in our bug tracker – ideally with the project or steps to reproduce it.

As for the issue preventing JIT compilation (which is not freeze-related, and is also not super relevant for Balatro because the game already runs well on platforms with phone-equivalent hardware where JIT compilation is disallowed entirely by the platform holder), see https://github.com/LuaJIT/LuaJIT/issues/285 for a discussion of the issue and potential fixes. Feel free to contribute there!
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Re: Love2D should look into its android capabilities

Post by Gunroar:Cannon() »

pgimeno wrote: Tue May 07, 2024 11:20 am
Gunroar:Cannon() wrote: Tue May 07, 2024 10:43 am Could we just ... try to fix these problems, especially the jit?
No, we couldn't. Different projects, different devs.
Oh...I ...I see. Those 4 words just explained the whole LuaJit issue. Nice.
slime wrote: Tue May 07, 2024 11:23 am
Gunroar:Cannon() wrote: Tue May 07, 2024 10:43 am Also the fact that LuaJit still hasn't been fixed for Android and still causes Android projects to practically freeze, and without jit projects just a liiiiittle bit ambitious on android run kinda slow. :(

Could we just ... try to fix these problems, especially the jit?
I have no idea what you mean by freezing issues, that's the first I've heard of it. If you have a project that freezes, please post a bug report in our bug tracker – ideally with the project or steps to reproduce it.
Isn't it known that LuaJit causes Android stuff to run reaallly slow and eventually freeze it?

As for the issue preventing JIT compilation (which is not freeze-related, and is also not super relevant for Balatro because the game already runs well on platforms with phone-equivalent hardware where JIT compilation is disallowed entirely by the platform holder), see https://github.com/LuaJIT/LuaJIT/issues/285 for a discussion of the issue and potential fixes.
Oh, that's pretty cool. But it might still cause a problem for mobile ports of more hardware intensive popular games that will (hopefully, *wink*wink") be made in Love2D in the future.
Feel free to contribute there!
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Last edited by Gunroar:Cannon() on Sun May 26, 2024 11:56 am, edited 1 time in total.
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Re: Love2D should look into its android capabilities

Post by slime »

Gunroar:Cannon() wrote: Sun May 26, 2024 2:37 am Isn't it know that LuaJit causes Android stuff to run reaallly slow and eventually freeze it?
No - LuaJIT has an interpreter (several times faster than stock Lua 5.1) and a JIT compiler (sometimes 100x faster than stock Lua 5.1). When the JIT compiler is active it only decides to compile specific bits of code, and it's not always active. On all arm64 systems (including modern Macs and modern Android devices), LuaJIT's JIT compiler quickly runs out of a limited range of available memory for compiled code, and things start getting slow after that. It doesn't cause freezes.

To mitigate the slowdown, JIT compilation on all arm64 devices is turned off in love's code. LuaJIT's interpreter and FFI module still work. The choice didn't have to do with freezes.

JIT compilation is also disallowed by the platform holder on iOS and Nintendo Switch and Playstation and Xbox.
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