love-parallax
gabe
love-parallax | gabe | |
---|---|---|
1 | 7 | |
7 | 5 | |
- | - | |
10.0 | 0.0 | |
over 2 years ago | almost 4 years ago | |
Lua | Lua | |
MIT License | GNU General Public License v3.0 or later |
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love-parallax
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What love packages/libraries do you guys currently use and consider essential for every project you guys made?
I wrote love-shaderscan for hotloading shaders, love-parallax for parallax backgrounds, and love-gamepadguesser for gamepad support and icons switching. I'm proud of them.
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.
What are some alternatives?
inspect.lua - Human-readable representation of Lua tables
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.
BYTEPATH - A replayable arcade shooter with a focus on build theorycrafting.
awesome-love2d - A curated list of amazingly awesome LÖVE libraries, resources and shiny things.
lume - Lua functions geared towards gamedev
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.
batteries - Reusable dependencies for games made with lua (especially with love)