game-engine-2d

Planimeter Game Engine 2D - LÖVE-based game engine for Lua (by Planimeter)

Game-engine-2d Alternatives

Similar projects and alternatives to game-engine-2d

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better game-engine-2d alternative or higher similarity.

game-engine-2d reviews and mentions

Posts with mentions or reviews of game-engine-2d. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-04.
  • Fighting games use delay-based and rollback netcode
    1 project | news.ycombinator.com | 22 Jan 2023
    I don't think it's unpopular. We need more and better game software, what exists today is unsatisfactory for a plethora of reasons. I'm personally interested in this because I ship Planimeter Game Engine 2D, which comes with client-side prediction standard, and it's the largest pure-Lua game engine on GitHub.[1]

    [1]: https://github.com/Planimeter/game-engine-2d

  • Starting Box2D 3.0
    1 project | news.ycombinator.com | 18 Jan 2023
    > Another benefit of speculative collision is that I can elminate[sic] the polygon skin/radius on collision shapes. That was necessary to keep shapes separated for the time of impact algorithm. This should no longer be necessary in version 3.0. I never liked this artificial separation of shapes.

    Hah! In Planimeter Game Engine 2D, we shrink physics objects by approximating the polygon skin so that we can achieve "pixel approximate" physics.[1]

    [1]: https://github.com/Planimeter/game-engine-2d/blob/master/eng...

  • When \ is not \
    1 project | news.ycombinator.com | 10 Oct 2022
    From what I've found maintaining https://github.com/Planimeter/game-engine-2d is that you should be explicitly checking for nil, separately from checking for false-evaluating values.

    We found that this had the added benefit of semantically checking for something that did not exist, versus some contextual "false" value.

    I suspect this is a good practice in other languages as well.

  • Ask HN: Any solo game developers here?
    7 projects | news.ycombinator.com | 4 Aug 2022
    Maybe consider https://github.com/Planimeter/game-engine-2d? We have multiplayer with client-side prediction out of the box. Example code is included to demonstrate the ease of networking entity fields, and there is an included payload abstraction for creating networked events.

    You can set the tick rate for your game based on your needs as well. And prediction is robust, supporting exceptional packet loss and smoothing over latency concerns for player movement.

  • Hathora: Multiplayer Made Easy
    2 projects | news.ycombinator.com | 19 Apr 2022
    Examples in Lua/LOVE:

    https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...

    https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...

    https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...

    https://github.com/Planimeter/grid-sdk/blob/master/engine/se...

  • The Right Way to Compare Floats in Python
    4 projects | news.ycombinator.com | 30 Mar 2022
    I remember having to write something similar for Lua, because there was no math.approximately() function and I was dealing with networking floats and comparing values over the wire to predicted movement in 2D space.

    https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...

  • The specs behind the specs – a deep-dive on ASN.1
    4 projects | news.ycombinator.com | 13 Jan 2022
    What’s so great about ASN.1 and it’s encoding rules is that anyone writing type-length-value serialization for networking purposes, for example[1], is basically independently reinventing ASN.1 because it’s so fundamentally optimal.

    It truly will make you wonder why Protobufs and others exist.

    [1]: https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...

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