I'm curious about your motivations in building this, particularly compared to just using love2d. (Perhaps this should go in a FAQ?)
I love love2d in general but:
- I don’t agree with some of its design decisions. To give an example, Lyte2D does not use events. I believe simple polling is better for this use case.
- I wanted to make a few things I care about easier. (Single file exes, web “export”, etc.) And I think in the longer run I can improve on performance quite a bit.
- Native integrations: C API instead of C++
- Codegen based API surface generation
The last two items above make it much easier (if you have some experience in native code) to extend Lyte2D with some random C library you may want for your app.
Just curious, anything you don’t agree with in LOVE2D and see something else a bit differently done?
Feel free to drop by:
- Discussions board: https://github.com/orgs/lyte2d/discussions
- Discord: https://discord.gg/BKPfQrCaNU
- Website: https://lyte2d.com
PS. I still recommend folks to use love for 2D and godot for 3d games if they’re aiming commercial. Until lyte2d goes beta :)