But yeah. Any answers to my silly question would be much appreciated.

I would say it depends more on your architecture design skills than on lua/love2d itself. Check out this thread:AXavierB wrote: But yeah. Any answers to my silly question would be much appreciated.
Couldn't agree with you more.miko wrote:I would say it depends more on your architecture design skills than on lua/love2d itself
I simply löve this answer.thelinx wrote:I don't know, you tell me.
Something you could do is use multiple tables and run a compression thread on the oldest one. Say every 10 seconds gets its own table, automatically created and filled as time passes. Once you're in second 30+, start a thread that looks at seconds 1 through 10, and compresses them, probably by means of looking for linear relationships... if an object doesn't move, you don't need much data on them, or if they're moving in an easily interpolated fashion you can cut out data. The point is, the current table is still at full resolution, and the previous ten seconds as well, it's only when you get to the relatively old stuff that you have to start making tradeoffs between memory and fidelity.Jasoco wrote:... And then the time manipulation which requires you to record the location of every moving object in a level every frame with a constant framerate. I experimented with recording and the longer you record the more memory used up by the table.
Like I said, I'm completely uneducated when it comes to programming, but isn't it possible to use a separate graphics engine if the main game engine isn't powerful enough?Jasoco wrote:LIMBO could be possible as it's mainly physics. It's just the graphical end that would be harder. Most of it is just large PNG files, but things like lighting effects would be the hardest.
Braid however would be pretty much impossible on the graphical side. There's so many particles and warping effects. Even the audio side when manipulating time by slowing or reversing or fast-forwarding. And then the time manipulation which requires you to record the location of every moving object in a level every frame with a constant framerate. I experimented with recording and the longer you record the more memory used up by the table.
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