> godot goes corpo
:blobcatpain: reminder that we may never have nice things
love2d has much lower performance, especially if you want to support a web version as well
@applejack @icedquinn @xianc78 nope, i had performance issues with love2d. Especially when exporting for a web version haha the game became unusable.

@wolfi @icedquinn @xianc78 Professional games with very active graphics, physics, animations, and particles have dirt requirements. Chances are you were doing something wrong

store.steampowered.com/app/323

The webexporter is 3rd party and I think uses a JS VM for Lua. I've tried it for my stuff and it didn't wanna work

@applejack @icedquinn @xianc78 no matter what optimaztion you simply won't meet the performance you can get using something like c or zig. I've reimplemented the code i was doing in zig and it just runs so much better. Especially on older hardware

@wolfi @icedquinn @xianc78 LuaJIT is the gold standard for JIT compilers, written in assembly and optimised relentlessly

It's used in high performence application for game logic with C side rendering (like Löve) in games/engines like the CryEngine, Factorio, Minetest, Fable, or WOW

Even plain POC Lua makes up "substantial amounts" (according to the email POC got) of games like Grim Fandango. Basically all of Tim Schafer's games use Lua and were one of the first adopters of it
lua.org/history.html (ctrl-f Grim Fandango)

It 100% meets the performance requirements of games. Especially games that are the scale you'd make it with something like RayLib

You did something wrong like loading an image inside a fast loop. My games, even the particles, works on my 4gb ARM Pinebook pro without any slight hint of slowdown

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@wolfi @icedquinn @xianc78 >It turned out that Bret Mogilefsky was the lead programmer on Grim Fandango, the main adventure game LucasArts released in 1997. In another message he told us that "A TREMENDOUS amount of this game is written in Lua" (his emphasis)

Okay I actually remembered the quote wrong

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