gabe | luacheck | |
---|---|---|
7 | 5 | |
5 | 326 | |
- | 1.8% | |
0.0 | 4.6 | |
almost 4 years ago | 24 days ago | |
Lua | Lua | |
GNU General Public License v3.0 or later | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
gabe
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What love packages/libraries do you guys currently use and consider essential for every project you guys made?
I really like baton for input, flux for tweens, and gamera for camera. My projects use gabe as a base for hotloading code changes and it works wonderfully.
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A very simple class implementation in Lua for game developers
Gabe is a class and reloading system that I use with love2d but the class system has a local table of classes instead of putting them in global.
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best game framework to learn?
It uses Lua which I find to be more dynamic and expressive than C#, java, or C++. I use gabe to hot load my code so I can change enemy behaviour in code, hit ctrl R, and the enemy starts using the new functions starting from its old state. Tough to set that up with one of those compiled languages!
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Thoughts on LUA?
Second, hot reload actually works and is usually instant. (lume has one you can adapt, I use gabe's class system and reload since it's already integrated). Since an instance of an object is a table, and functions on the object are elements in a table, you can swap out functions for their new values and keep your current state. By comparison, Unity's C# hot code reloading requires you to serialize your state because it needs to unload the AppDomain. It needs to rebuild the world with the new types. Most serialization occurs automatically, but often it doesn't and you need to add special callbacks to make it work. Regardless, for projects of any real size, it's slow. Not sure how Unreal's Live++ (Live Coding) works, but seems like you can't edit .h files.
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Opinions about the approach below to emulate "objects" in Lua :)
I prefer the table based approach because it allows hot reloading code for live objects. I use Gabe's classes to create objects and its hotreload code does the rest. Write some enemy code, playtest, find an enemy acting weird, write some debug UI, hotload, see your UI on the broken enemy without having to figure out how to repro. It's like magic.
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I like making games, but I use scratch.
change code on the fly. Try c# script reloading in unity or Gabe in love2d.
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Try My Game Spikes Are The Enemy On Ios
I use gabe because it's integrated into a hot reloading framework.
luacheck
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strict.lua
Luacheck is now maintained by lunarmodules.
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UltiSnips to LuaSnip converter
I first started by reading some tutorials but most of those used parser combinators. For me, parser combinators always caused some issues sooner or later (at least in Lua when trying to parse recursive / nested nodes). An example project that uses this technique is vim-vsnip: https://github.com/hrsh7th/vim-vsnip/blob/master/autoload/vsnip/snippet/parser.vim. Later, I found out that Luacheck uses a different approach which I liked better: https://github.com/lunarmodules/luacheck/blob/master/src/luacheck/parser.lua. That's the project that helped me the most while writing my own parsers for different snippet engines.
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What love packages/libraries do you guys currently use and consider essential for every project you guys made?
I'm just a contributor to Gabe, but I use luacheck in my other projects. Install it (with hererocks+luarocks on Win and luarocks elsewhere), set it up in your editor, and you'll get warnings about typos and other potential bugs. luacheckrc lets you configure it: turn off warnings you don't care about, customize it for different files.
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Local function question, clarification.
Use luacheck to find all global and unused variables in your project.
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Pure Python Nvim Config
I’m not really really sure what exactly you’re relying on that is so specific to Python, but Lu’s appears to have a static analysis linter. https://github.com/luarocks/luacheck
What are some alternatives?
stencyl-engine - Create Flash, HTML5, iOS, Android, and desktop games with no code with Stencyl. This is the source to Stencyl's Haxe-based engine.
snippet-converter.nvim - Bundle snippets from multiple sources and convert them to your format of choice.
awesome-love2d - A curated list of amazingly awesome LÖVE libraries, resources and shiny things.
luacheck - A tool for linting and static analysis of Lua code.
lume - Lua functions geared towards gamedev
love-shaderscan - better iteration with shaders in love2d
Penlight - A set of pure Lua libraries focusing on input data handling (such as reading configuration files), functional programming (such as map, reduce, placeholder expressions,etc), and OS path management. Much of the functionality is inspired by the Python standard libraries.
inspect.lua - Human-readable representation of Lua tables
batteries - Reusable dependencies for games made with lua (especially with love)
forechan - Go style CSP for Python