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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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Is it really bad using an unpopular framework?
not to mention there's LÖVR as well if you want to 3D
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Is it okay to ask a question about Lovr here?
As for your question - yes, it's possible to develop for the Quest. The website has information on how to do that.
- need help choosing a game engine in lua for a 3d desktop/vr game
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Making a game without a pc that can run VR?
lovr.org - VR game engine with lua
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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/
Fennel
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Did we lose our way in making efficient software? – ~30 MB doc file vs. browser
It's interesting: minimal software is out there, but folks don't tend to choose it. I spend a fair amount of time thinking about how to be conservative in my dependencies, and this encourages a lightweight stack that tends to perform pretty well. These days, I'm favoring tools like Lua, SQLite, Fennel[0], Althttpd[1], Fossil[2], and the Mako Server[3] and find that great, lightweight, stable, efficient software is to be had, for free, but you have to go a bit off the beaten path. This isn't stuff you hear about on Stack Overflow.
In terms of frontend, which the post focuses on (Google Docs and a 30MB doc), I guess I'm conflicted. While I tend to favor native apps + web pages, I'm also a daily Tiddlywiki user, and I really think web apps have their place (heck, one idea I'm working on is a lightweight local server that lets you run web apps like Tiddlywiki). But without a doubt, Tiddlywiki is more resource intensive than Emacs (my go-to for notetaking when I'm not on TW). My tab for a 6MB Tiddlywiki file uses 155MB of RAM, and my (heavily customized, dozens of open buffers) Emacs session uses 88MB. So I do think the author has a good point.
[0]: https://fennel-lang.org/
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Pluto, a Modern Lua Dialect
Eh it's not just luajit and luajit didn't create that problem either. It's a symptom of lua actually succeeding at its design goal of being easily embedded as an extension language. A significant number of incompatible runtimes are more popular than the most recent puc lua, including I believe the older official lua 5.2 released in 2011.
I've done a fair bit of professional lua development and I don't think I've ever written standalone up-to-date puc lua except maybe for some tooling & scripts. It's such a small language and used in such a way that the runtime, distribution method, and available APIs have much more impact on your use (and compatibility) than the version.
Virtually everyone shipping a lua environment is also shipping changes to it that make it a unique target, if only extensions to the standard library. This is why I think syntax layer-only approach like fennel's is the correct choice for improving on lua. It mirrors lua's runtime semantics exactly, and allows you to access the implementation peculiars on their own terms and so can just be run on time of any lua system.
https://fennel-lang.org
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LÖVE: a framework to make 2D games in Lua
Just learned about https://fennel-lang.org/ , could have probably used that as well to avoid Lua.
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The Bipolar Lisp Programmer
> I’m positive that there is a Lispy language out there (actually in existence, or the aether) that is appropriate for embedded work, but the constraints of the target make it difficult to envision.
Perhaps Fennel* fits the bill?
* https://fennel-lang.org/
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The Future of the Vim Project
I've also seen neovim plugins written in fennel [0], so if you want something lispy, that's possible now.
[0]: a Lisp that compiles to Lua, https://github.com/bakpakin/Fennel
- Qual a linguagem que vocês mais gostam de programar?
- Can I use elixir as the scripting language of my game engine?
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TimL: Clojure-like Lisp dialect that runs on and compiles down to Vimscript
Something similar: Fennel (https://fennel-lang.org/) is a lisp that compiles into Lua, which nvim can use as plugins, so you can write nvim plugins in a lisp. Aniseed (https://github.com/Olical/aniseed) makes this really easy.
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Announcing automation-service: write and schedule home automation scripts in Lua
If you want a more FP language on the Lua runtime, you might be interested in Fennel. I wrote a post about adding Fennel compiler to a hslua interpreter a while back, which might be useful for you.
- 916 Days of Emacs
What are some alternatives?
raylib - A simple and easy-to-use library to enjoy videogames programming
janet - A dynamic language and bytecode vm
A-Frame - :a: Web framework for building virtual reality experiences.
urn - Yet another Lisp variant which compiles to Lua
love - LÖVE is an awesome 2D game framework for Lua.
nvim-lspconfig - Quickstart configs for Nvim LSP
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.
Lua-RTOS-ESP32 - Lua RTOS for ESP32
Godot - Godot Engine – Multi-platform 2D and 3D game engine
lua-languages - Languages that compile to Lua
OculusQuestMixedRealityForiOS - Mixed Reality app for iOS
webassembly-lua - Write and compile WebAssembly code with Lua