With all the game engine discourse that is going around due to the Unity announcement, reminder that Love2D exists and you can make almost everything actually worth making with it.
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@allison The only reason which I'm using MonoGame (which is FOSS btw) instead of Love2D is because my dream game would require a custom scripting language for events, and with Love2D being based on Lua, I would have a scripting language running on top of another scripting language.

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@xianc78 MonoGame and FNA are cool, but I'm quite distrustful of the .NET ecosystem for... obvious enough reasons.

@allison I would use SDL or SFML with C/C++ but I don't like manual memory management (I always think of that game-breaking bug in DK64 that required the N64 Expansion Pak in order to mitigate).

@allison I would really love it if Golang was more gamedev friendly. It's exactly the kind of language I would use.

@xianc78 Yeah... only effort I'm really aware of in the Golang space is Ebitengine and that can only get you so far

@icedquinn @allison I've briefly tried Nim before. I really like the Python-like syntax. I tried to get their SDL2 wrapper to install once but failed.

@xianc78 @allison hm. havent replicated. but havent built on windows in a while either.

@allison I hope developments improve. I feel really guilty using .NET/Mono, but MonoGame suits me the best right now.

@xianc78 It's fine lol, seems for the time being Microsoft is more determined to fuck over everyone else using open C# before they even touch the gamedevs.

@mikuphile @allison Yeah, but it's bytecode so it's not doing lexical analysis, creating parse trees, etc on the fly.

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