squirrel
lovr
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squirrel
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LÖVR – An open source framework for rapidly building immersive 3D experiences
A question: would it be too much work to port Love2D to a different embedding language? (I'm currently having looks at Squirrel (http://www.squirrel-lang.org/) I always thought Lua was tightly coupled with the framework, but what you've mentioned seems to imply that's not the case.
Lua is a language that I started programming with, and has a special place in my heart even if has some crappy parts.
The main issue I have with the language is with table accesses and 'nil'. Tables in Lua are the most fundamental type of objects in the language, it can be either an array (1-based index) or a hashtable. In this language objects are basically just tables with fields in them, and with metatables you can basically emulate all the features in a typical OOP language (classes, inheritance, traits, operator overloading, etc.) Field access in objects are just table accesses (like what you can imagine with Javascript).
However, when you try to access a field in a table that doesn't exist (such as 'print(table.key_that_doesnt_exist)'): no errors or exceptions are explicitly raised, it just silently returns nil. This is such a dealbreaker that makes the language much harder to debug than other languages (at least Javascript returns undefined, which is different from null! Oh well, that actually has problems of its own though....) Some more horror: global variables are also implemented as tables (imagine that there's a table _G at the top of the scope). This means that any spelling mistakes with variables will also just silently return nil, since if it doesn't find any variable names at the local scope, it tries to find at the global scope.
The global variable thing was actually such a big problem that people came up with some voodoo metatable trickery script that prevents this from happening (a showcase of the language's power, but probably not its proudest). I'm sure you could also do this with table creation (make a wrapper function tbl() that automatically adds metatables to prevent invalid field access, so every time you need to do things like 'pos = tbl({x = 1, y = 2})') But still, there isn't a solution baked into the language, and it's cumbersome to do this.
Right now I'm trying to integrate Squirrel (http://www.squirrel-lang.org/) instead of Lua as a scripting language into my game. Squirrel is an embedded scripting language that's hugely inspired from Lua, but also fixes this shortcoming of the language by making invalid table accesses runtime errors. And when you want to add new fields to a table you need to explicitly do so via the <- operator:
table = {}
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What language(s) pair well with Rust (learning, using, etc.)? Also, what other languages did you learn before learning Rust?
The second one that comes to mind is Squirrel, which is a compiled language designed to be embedded into other programs. It’s similar to lua in concept, but closer to C in syntax. I never did a lot with it, but I did learn it.
lovr
- Ask HN: Released games built on FOSS engines?
- LÖVE: a framework to make 2D games in Lua
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Ask HN: Favorite Game Engine?
I haven't used many engines, but I've been programming some simple games with LÖVE [0] and (to a lesser extent) LÖVR [1] and like them both.
But maybe not real game engines, as you need to do quite a bit of work by yourself. I guess it depends what your definition is of a game engine.
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[0]: https://love2d.org
[1]: https://lovr.org
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Lua, a Misunderstood Language
I'll add LOVR (https://lovr.org/), the 3D analog to LOVE. Haven't used it personally so ymmv.
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I love Python, but I ought to branch out. I've done some stuff in C# and Java, but never as much as I've done in Python.
If you are into VR, I'd try lovr.org. It allows you to build VR apps with just lua code.
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Ask HN: Anyone tried development using an Oculus?
Personally I found LÖVR [0] easy to use, based on Lua.
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[0]: https://lovr.org/
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Trying to learn game development so I need to learn coding, am I learning wrong?
C# is about as object-oriented as a programming language can get. The object-oriented paradigm is unintuitive and is easy for both beginners and experts to produce bad code in. If you're just starting out, I'd recommend working with a more procedural programming language such as Lua (LOVE2D, LÖVR, Defold). Once you've got that down, C# will be a bit easier to handle.
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Demoing Our Displays (SimulaVR)
Try https://lovr.org/ for a really quick and painless way to quickly create a VR app.
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is there an app like roblox studio so you can have parts acd code them with lua so they can move or something?
Some options might be the voxel game engine Minetest and the VR-focused general-purpose 3D game engine LÖVR.
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How to make a game in lua?
love2d.org for 2d https://lovr.org/ for 3d
What are some alternatives?
raylib - A simple and easy-to-use library to enjoy videogames programming
ChaiScript - Embedded Scripting Language Designed for C++
Duktape - Duktape - embeddable Javascript engine with a focus on portability and compact footprint
Godot - Godot Engine – Multi-platform 2D and 3D game engine
The MOAI Multi-platform Game Engine - This is the development repo of Moai SDK.
A-Frame - :a: Web framework for building virtual reality experiences.
Torque3D - MIT Licensed Open Source version of Torque 3D from GarageGames
love - LÖVE is an awesome 2D game framework for Lua.
Banshee Engine
Oxygine - Oxygine is C++ engine and framework for 2D games on iOS, Android, Windows, Linux and Mac
robotjs - Node.js Desktop Automation.
KlayGE - KlayGE is a cross-platform open source game engine with plugin-based architecture.