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I'm curious about your motivations in building this, particularly compared to just using love2d. (Perhaps this should go in a FAQ?)

(1 edit) (+1)

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:

PS. I still recommend folks to use love for 2D and godot for 3d games if they’re aiming commercial. Until lyte2d goes beta :)

Thanks! No, I didn't have any specific criticism. I'm not a game developer, I just use LÖVE to build productivity apps for myself. So I'm not very well-versed in the trade-offs of different game engines and was curious to hear more to learn from.