Search found 9 matches

by be-thomas
Thu Feb 16, 2023 12:51 pm
Forum: Support and Development
Topic: LOVE should stop ignoring serious developers
Replies: 8
Views: 1638

Re: LOVE should stop ignoring serious developers

Don't get me wrong.
I really like LOVE. I just hate it that it's not providing basic features required for a serious game.
I even don't mind contributing code for the features I requested.

I'm just a little upset about essential features not there yet.
by be-thomas
Thu Feb 16, 2023 9:16 am
Forum: Support and Development
Topic: LOVE should stop ignoring serious developers
Replies: 8
Views: 1638

LOVE should stop ignoring serious developers

I have been seeing LOVE ignoring serious developers for a long time now. Many people including me have come to roadblocks and asked about the issues & feature to fix them & they have been denied because of wierd reasons like the feature would not be "LOVE"ly. For example, I had hit...
by be-thomas
Sat Feb 04, 2023 8:11 am
Forum: General
Topic: How to implement something like C struct in LuaJIT
Replies: 6
Views: 2585

Re: How to implement something like C struct in LuaJIT

The speed & simplicity had been the main selling point for Love2D.
Now if nothing is done about it, there is Raylib as a very competitive alternative. Now it looks all the more lucrative especially with JIT off.
by be-thomas
Tue Jan 31, 2023 4:59 pm
Forum: General
Topic: How to implement something like C struct in LuaJIT
Replies: 6
Views: 2585

Re: How to implement something like C struct in LuaJIT

Thanks @Andlac028 FFI seems to be really fast. I tried two more scenarios. I tried with arrays & the performance difference was pretty much on-par with struct, here's the arrays output :- 1 2 1 2 1 2 4999999995 , lua tables: 0.714686 4999999995 , closures: 0.714767 4999999995LL , ffi array : 0.2...
by be-thomas
Tue Jan 31, 2023 1:19 pm
Forum: General
Topic: How to implement something like C struct in LuaJIT
Replies: 6
Views: 2585

How to implement something like C struct in LuaJIT

I need something like a C struct with the following features :- - memory aligned for fast access - no memory wastage I am into making a simulation which will require a LOT of Vectors. I know lua tables does a lot of memory wastage. So, I tried benchmarking the three effective ways of implementing su...
by be-thomas
Mon May 02, 2022 9:13 am
Forum: General
Topic: Perfect OOP Library
Replies: 9
Views: 4866

Re: Perfect OOP Library

Gunroar:Cannon() wrote: Mon May 02, 2022 12:07 am If it's perfect that means it can make me a cheeseburger :huh:
Sure it can!
This is how you do it:-

Code: Select all

local createClass = require("createClass")

local CheeseBurger = createClass()
-- here you have it
local cheeseburger_for_gunroar = CheeseBurger()
Bon Appétit! :ultraglee:
by be-thomas
Sun May 01, 2022 11:48 am
Forum: General
Topic: Perfect OOP Library
Replies: 9
Views: 4866

Re: Perfect OOP Library

I was able to add support for watchers with ZERO overhead. Here is example watcher :- local createClass = require("createClass") local Chicken = createClass() Chicken:set({ name = "height", default_value = 1 }) local ch = Chicken() ch:watch("height", function(newValue, ...
by be-thomas
Sat Apr 30, 2022 12:42 pm
Forum: General
Topic: Perfect OOP Library
Replies: 9
Views: 4866

Re: Perfect OOP Library

About the use of "object", I use it since Java was my first language where I learn't OOP. The mixing of instance and object is because, I only edited parts of the README from the original fork. I Will rectify this. The properties are stored in '_' inside the table. This is a way to support...
by be-thomas
Fri Apr 29, 2022 9:01 am
Forum: General
Topic: Perfect OOP Library
Replies: 9
Views: 4866

Perfect OOP Library

There are a lot of OOP libraries. But they have their own styles. I recently made the perfect one which can be found here - https://github.com/be-thomas/createClass Why it is perfect? See the features - 1) simple usage & implementation 2) small (one file, just 140 lines) 3) support for static an...