LÖVE: 2D Game Framework for Lua (github.com)
395 points by cl3misch 2 days ago
patapong a day ago
One of the biggest recent indie hits, Balatro, was made in Löve!
I really like it, the developer experience is so smooth for beginners, just drag a zip onto the exe and it starts. And the APIs are simple enough to memorize while allowing pretty cool rendering stuff.
KeplerBoy a day ago
Balatro ships with the entire unobfuscated Lua source by the way.
I once checked if the odds stated on a card were implemented wrong. Turns out no, the code checks out, I'm just that unlucky.
__s a day ago
too bad universe doesn't ship with unobfuscated source so that you could see whether you're unlucky, or just skill issue
Tepix a day ago
cableshaft 6 hours ago
brooke2k a day ago
hahaha, I did the exact same thing after the game came out to see if wheel of fortune was really a 1/4 chance
mh- a day ago
andrepd 21 hours ago
sfn42 21 hours ago
Levitating a day ago
Not on steam does it? I can only see the exe and dlls.
jared0x90 21 hours ago
pwillia7 2 hours ago
come on you can blame whatever the program is using for randomness still
PufPufPuf 12 hours ago
I know which card. We were all there. Are the odds wrong? "Nope!"
bsimpson a day ago
In case you're curious, here's a Nix derivation to make Balatro for any other system playable on Linux:
https://github.com/NixOS/nixpkgs/tree/master/pkgs/by-name/ba...
I wrote half a blog post when I did the derivation. One day, I should finish it and post it here.
pmarreck 19 hours ago
That's awesome!
Lapel2742 9 hours ago
> One of the biggest recent indie hits, Balatro, was made in Löve!
Moonring[1] is another one that that is written in Löve (apparently by the co-creator of XBox's Fable series). The base game is even available for free. I had lots of fun playing it.
eek2121 20 hours ago
A lot of indie devs actually are fine with decompiling/viewing source. Even the STS2 devs have no issue with this. I think it is great and helps the indie dev community. Seeing this has actually made me excited about game dev to the point where I'm beginning to dig in myself.
Neywiny 21 hours ago
Haven't used it in almost 10 years but at least back then one sticky point was that unlike unity and the like, opening the exe didn't open an IDE. Just kind of a dummy window. Also building for Mac from Windows was a nightmare since my end user was not technically literate and it didn't just run on their end. But that's likely just a Mac issue
nebula8804 19 hours ago
Anyone who is a fan of the TV Show Community MUST try out the recreation of the 8 bit video game episode(Digital Estate Planning) called Journey to the Center of Hawkthorne.
[1]: https://projecthawkthorne.com/
It is now available to play straight in the browser(I guess using LÖVE Web Builder?).
[1]:https://schellingb.github.io/LoveWebBuilder/
This engine has really come a long way and enabled such a memorable game for me.
latexr 7 hours ago
The (crucial) arrow keys don’t seem to work in Safari.
delduca 5 hours ago
If you liked Love2D, please take a look at Carimbo (my engine).
https://github.com/willtobyte/carimbo
I have a game on Steam made with it, the game is open-source now.
cl3misch 4 hours ago
> Carimbo doesn't reinvent the wheel; it uses the best libraries, such as boost, Box2D, EnTT, stb, yyjson, sol2, PhysFS, SDL, and miniaudio.
To me this sounds similar to Love2D. How is Carimbo different, from the perspective of a dev working with it?
delduca 3 hours ago
Carimbo is more opined.
presbyterian 4 hours ago
What does your engine have to do with Love 2D other than also using Lua?
wwarren a day ago
I love LÖVE. For me it sits at the perfect intersection between high and low level abstraction. Unfortunately the latest released version is getting pretty long in the tooth now and a lot of devs use the latest HEAD from the repo since it has better performance and compatibility. One day the mythical 12.0 will get released for real…..
Gigachad 14 hours ago
It’s been a recurring issue I’ve seen in open source where there is active development but no releases. I don’t get why you’d put all the work in to fixing bugs and building features but not hit the button to build a release.
embedding-shape 8 hours ago
Been there before, usually because you always feel like there is "one more thing to get into the release" before you consider it "done enough", and that keeps moving. At one point, you've diverged far enough from the previous release, either by time or scope, that now you feel like the next release really should come with major improvements because of other API breakages already, so now you want to fit in more, so the next release after that can skip more breakages.
Rinse and repeat over months, with volunteers, in a game engine no less, and I can easily see many projects being unable to not fall into that trap.
Anyways, I think it's less of an issue for people in practicality, most people who use LÖVE today tends to start with the HEAD source version, which also sets them up to easier contribute back upstream, when they inevitably hit something non-optimal, so maybe it works out in favor for everyone in the end anyways.
Gigachad 8 hours ago
hu3 20 hours ago
You might like MonoGame. Same level of abstraction, but in C#.
tertle950 20 hours ago
Since we've stepped from interpreted language (Lua) to compiled-to-VM language (C#), let's go all the way down to compiled, low-level language (C) with Raylib!
andersmurphy 14 hours ago
FrustratedMonky 8 hours ago
"long in the tooth"
How? has Lua changed any?
Or all the references are to old versions?
PufPufPuf 12 hours ago
I used LÖVE to build a simple Kodi alternative for my home media center setup. My first attempt was using Electron but rewriting to LÖVE meant much simpler code (turns out manually calculating coordinates is simpler than fighting CSS) and less resource consumption (not a high bar, yes). It works so well I might clean it up and open source it...
aktau 10 hours ago
What were your (main) problems with Kodi? AFAIK it is written in C++ with Python plugins. Electron would be (on the face) a downgrade yes. But how is a Lua app much smoother?
(My personal pet peeve is that Kodi still doesn't know how to minimize CPU consumption when one is doing nothing on the UI. It should just stop rendering. This means I have to turn Kodi off on my HTPC+server setup to stop it from pushing my CPU in a higher power consumption mode.)
PufPufPuf 10 hours ago
Kodi is super complex. The last straw was me wanting to launch Dolphin games from the UI and not being able to figure it out.
My custom media center is basically just a glorified 10ft-UI file browser. Opens media files in mpv (with some extra GUI to download subtitles and select audio tracks), Wii games in Dolphin, runs shell scripts (I have ones launch Steam Link etc.)
I realize that this might be a case of "simplify by limiting use cases" but I made it for me so it's fine.
pwillia7 2 hours ago
PacificSpecific a day ago
I generally very much dislike dynamic languages but for some reason I've always really liked Lua. I'm not exactly sure why to be honest.
Maybe because you can fit the whole language spec on a single sheet of paper and adding more advanced features is pretty easy.
Love looks really cool. I never got into it personally but I still might
turtledragonfly a day ago
The Lua source code is also a masterclass in C, I recommend it to anyone learning that language. It's big enough to be an involved implementation, but small and focused and well-organized enough to (at least roughly) understand what's going on at the various layers. It's a very solidly-written mass of portable C, with only minor exceptions.
PacificSpecific a day ago
Oh I hadn't considered looking at the source but considering how minimal and clean Lua is I should have assumed so :)
Thanks for the tip. That should make for a fun weekend
sph 11 hours ago
I know it’s bikeshedding and leads to pointless discussions, but in my opinion Lua would be the perfect scripting language if it had 0-based indexing.
“It makes more sense this way” is not a good enough reason to break convention.
MyHonestOpinon 2 hours ago
Pardon my ignorance. But in many languages that have alternative ways of iterating you tend to user indexes less and less. Isn't that true in Lua?
HiPhish 8 hours ago
Sometimes I feel like I'm the only person in the world who does not care about zero-indexed VS one-indexed. It's just the way Lua is, no big deal. Then again, I don't care about significant whitespace either. Maybe I'm just weird.
rigonkulous 10 hours ago
There is nothing stopping you from doing someArray[0] = "the first item", you know.
For me, the table is extremely powerful. I like it that it can be used as a sparse array, a hash, a vector, whatever. Of course one must know, at heart, the difference between pairs() and ipairs() and what it means for your data, though ..
troad 4 hours ago
HiPhish 9 hours ago
Kaliboy 21 hours ago
Lua will forever hold a special place in my heart. It was the first programming language that I actually managed to learn, instead of just attempting to learn it.
It was chosen around 2008 or so to be the scripting language in Multi Theft Auto: San Andreas.
We build entire worlds in Lua, there were many gamemodes, but my favorite was Roleplay.
Good old carefree times.
functional_dev 7 hours ago
exactly, the simplicity is its beauty!
A single data structure (tables), no built in OOP (you build it with metatables).
Coroutines instead of threads.
I was curious and explored it in detail here - https://vectree.io/c/lua-language-design-metatables-coroutin...
Iridescent_ 14 hours ago
It has a very lego-like feeling, with simple, orthogonal design that lets you build the language and constructs you need. Very elegant.
linzhangrun 12 hours ago
Because Lua is simple and elegant — like the moon, isn’t it?
dgb23 13 hours ago
Lua is a scripting language done right.
It doesn’t pretend to be more than it is. Anyone can learn it a couple of sessions. It has all the stuff you need to write a program.
Imagine if we had Lua instead of JS in the browser.
In fact the latter was once closer to Lua, but didn’t have the same philosophy of wanting to stay minimal.
yehoshuapw a day ago
my favorite game in love: mario, with portals
seqizz a day ago
I looove stabyourself. ortho robot was amazing. you know what, let me install again.. here goes my night.
jgtrosh a day ago
I like the Trosh game
antisol 13 hours ago
Agreed, mari0 is awesome.
Pity it's not playable in even mildly current versions of love because being backwards compatible takes some slight effort on behalf of framework maintainers.
ranger_danger a day ago
How have they not been sued by Nintendo yet?
mid-kid 21 hours ago
Same reason all the other mario flash games haven't, not a critical enough mass.
akshatjiwan 5 hours ago
Yeah this is amazing. I'd love to see integration with raylib at some point, if possible that is.
Lua's small footprint is it's one big advantage in addition to its pleasent syntax but with tiny cc (which raylib supports when I last checked a few years ago) you can get a compact c runtime as well.
I haven't worked on a project with either of these frameworks but a couple of years back I was researching into some frameworks and was surprised to learn that I can use raylib on my phone with termux!
steeleduncan 4 hours ago
Tiny CC doesn't have its own runtime, it uses whatever you specify (falling back to system standard), same as GCC or Clang. For low runtime footprint you are probably better off with one of those two compilers as they generate smaller, more optimised code.
JSR_FDED 19 hours ago
Lua is very fast - even without the JIT it makes Python feel like wading through molasses.
Lua is so small and simple (but not simplistic) that you can keep it completely in your head. Even if you only get to work on your project once every weekend you won’t have to relearn half of it every time.
0xCAP a day ago
My2c. Fintech tech lead who has only a far memory of hand coding games ages ago. Community makes tech awesome. Love2D discord changed my life. Never met a more awesome and welcoming community in my whole life.
raincole a day ago
Btw, Love2D is based on SDL2. If you hate Lua but needs the same cross-platform capabilities, you can use an SDL2 binding in other languages or make your own.
steeleduncan 4 hours ago
It seems to have updated to SDL3 - https://github.com/love2d/love/blob/main/CMakeLists.txt#L178
Levitating 20 hours ago
SDL3 should get more love in general.
The SDL3 GPU API[1] provided a cross-platform GPU API even before WebGPU.
In Rust it's a good alternative for winit/wgpu. For that reason I added it to areweguiyet.com[2] last week, where apparently it wasn't even listed before.
I am currently using it to develop a space game[3] inspired by the original BBC Elite. Using emscripten to get on the web and QUIC/Webtransport for networking.
[1]: https://wiki.libsdl.org/SDL3/CategoryGPU
[2]: https://areweguiyet.com/#ecosystem
[3]: https://git.levitati.ng/LevitatingBusinessMan/elite/src/bran...
runevault 18 hours ago
SDL3 is something I've been keeping an eye on, but at least one thing that held me back from diving into it was SDL_Mixer (audio library) was not updated to a release version for SDL3 until I think a month ago? I need to get back to it but lately I've been messing with SDL2 + wasm stuff using emscripten.
hresvelgr 20 hours ago
SDL3 doesn't support bindless resources and the plans to do so in the future are very loose[1].
[1] https://github.com/libsdl-org/SDL/issues/11148#issuecomment-...
CyberDildonics 21 hours ago
There is a lot more that goes into Love2D than just SDL. It uses many other libraries for sound, image loading, etc as well as using luajit so that the lua runs very fast and has a super easy C FFI.
Levitating 20 hours ago
But SDL already provides an API for all the things you listed. So I am assuming the libraries in Love2D still call those underlying SDL APIs right?
CyberDildonics 20 hours ago
onehair 21 hours ago
Now why would you hate lua of all things?
raincole 21 hours ago
For all the reasons, but the 1-based index alone makes me uncomfortable.
WolfeReader 19 hours ago
xigoi 11 hours ago
In many aspects, Lua is more verbose and awkward than other similar languages. Compare
local alive_enemies = {}
for _, enemy in ipairs(enemies) do
if not enemy.dead then
table.insert(alive_enemies, enemy)
end
end
enemies = alive_enemies
with enemies = enemies.filter(enemy => enemy.alive)widdershins 10 hours ago
onehair 9 hours ago
bowsamic 14 hours ago
Small stdlib, “implement it yourself” philosophy to even things like classes, diverging language versions and fragmentation (a lot of people don’t like any of the post 5.1 changes), bad tooling and editor support, dynamic duck typed language with no type hints
onehair 9 hours ago
onsclom 21 hours ago
I don't necessarily hate Lua, but I prefer C and Raylib for game dev. Lua is garbage collected, dynamically typed, strays far from standard syntax patterns, and has less existing tooling than C.
I see why people might hate Lua. Especially for game dev!
andersmurphy 14 hours ago
krapp 21 hours ago
newobj a day ago
SDL3
jasonjmcghee a day ago
Definitely SDL2.
Author is currently building version 12 which will be using SDL3. But it's been in development for quite some time with no clear end date afaik.
dannyfritz07 15 hours ago
krapp a day ago
newobj 19 hours ago
raincole a day ago
As far as I know only the latest (unstable) version uses SDL3.
vanderZwan 7 hours ago
If, like me, you have too much "P5 api" muscle memory to really get into LÖVE (not a criticism of that library, tbc), then L5 might be a nice alternative:
user____name 4 hours ago
Someone should make a framework like this but with static typing and manual memory management. If you want a modable game you really need to have it in a managed language, and I spent enough time fighting with garbage collectors that it's just a non-starter. A shame because Love is really nice to use.
embedding-shape 4 hours ago
> If you want a modable game you really need to have it in a managed language
... Why is that? Personally, both as a game developer and modder, dynamic languages like Lua and alike tend to be a lot easier to make moddable and also force in mods regardless of how the authors felt about modding in the first place. Isn't it quite the opposite?
K0IN a day ago
I love löve I did some projects in it, lua was one of my fist programming language, i think it's a great fit for game dev.
Also move or die is running on love2d, which is an awesome game.
Also I love that trick that you can just zip your files and binary Comcast them to the love2d binary and it will load it.
mghackerlady 6 hours ago
It also happens to be one of the better ways to do a GUI in Lua :P
yboris 5 hours ago
I ported my favorite pre-2000 game into LÖVE -- was easy and fun
Gravity Wars - turn based artillery game in space (planets' gravity affect shot path)
nout a day ago
Am I really the first one to mention pico8 in this thread? Anyway, pico8 is another option that has a bit different spin, but you also implement the games in Lua :)
opan a day ago
TIC-80 is a nice free as in freedom alternative to PICO-8, and it allows more inputs, which makes for better Tetris games (gotta have that hold piece).
emptybits 16 hours ago
TIC-80 is wonderful to play in. Besides being free/open, another advantage over PICO-8 is TIC-80 has native support for Fennel. i.e. you can code within the system editor in Lua OR Fennel (or half a dozen other languages!) You don't have to edit and transpile to Lua on the desktop as you would with PICO-8. This has some value in debugging with error messages and line numbers.
It's also just plain cool to rock the TIC-80 editor fullscreen with narrow font, coding natively in Lisp and publishing the result to a webpage you can share.
I wish the iOS (app) deployment story was a little smoother for TIC-80.
0x3444ac53 8 hours ago
Vedor 11 hours ago
TIC-80 is great indeed, I had even ore fu with it than with PICO-8 and that's a high bar.
But there is one gripe -- when packaging apps into executable, TIC-80 pulls templates from the Internet.
On one hand, it's not that big deal, we are online basically all time nowadays. But on the other hand, I would expect that kind of software to be self-contained.
I found a quite simple (but definitely not frictionless) workaround though - you can build the templates yourself, edit source code to work with localhost instead of TIC website, and host the templates on local webserver.
As I said, it's not a frictionless solution, but I don't know C well enough to make more substantial changes to this behaviour.
mghackerlady 6 hours ago
I'm planning on doing a TIC-80 implementation as one of the first major pieces of software on an OS I plan on working on (I've already designed the OS on paper, I just need to actually do the hard part (actually implementing it))
tertle950 20 hours ago
Is this about Master of Blocks?
There are a lot of free-as-in-freedom alternatives to (and clones of) PICO-8, but TIC-80 is indeed the most popular one, by far. And popularity is important for any software ecosystem. I really like that it supports other languages, even if that kinda inhibits its ability to be embedded into small hardware.
Apparently the nightly release supports DCPM samples now. Dunno why.
nout 18 hours ago
It's just that pico8 has much larger ecosystem. There's a new great game almost every day. It is sort of annoying that it's not FOSS, but on the other hand the team/author has sustainable business.
rigonkulous 10 hours ago
antirez' LOAD81 never gets enough love in these discussions even though it is simply awesome:
https://github.com/antirez/load81
Anyone looking at Lua/SDL/game engines would learn a lot from antirez' fun little afternoon project ..
jamesgeck0 2 hours ago
People talk about the stuff they use, and there are _a lot_ of fantasy consoles.
dizhn 9 hours ago
As long as we're doing mentions, here's a reminder. If you bought the racial equality bundle in itch.io you already own pico8. You can download the latest version right now on itch.io.
(It is neither open source nor free)
0x3444ac53 8 hours ago
Fennel is really cool! And you can write games in it :) https://fennel-lang.org/
adbachman 3 hours ago
they include a LÖVE demo in their documentation: https://dev.fennel-lang.org/wiki/CookbookPong
chunqiuyiyu 15 hours ago
I’m a big fan of Love2D as well. it’s simple, efficient, and really easy to get productive with. After just a short learning period, I was able to ship my first indie game on Steam, a small Chinese‑character puzzle game built entirely with Love2D. https://store.steampowered.com/app/4218330/WordJoy/
kelvinjps10 15 hours ago
The website might have been better, in the submission https://love2d.org
1313ed01 20 hours ago
Was going to post a link to the minimal template for setting up Löve2D with Fennel, that I can really recommend, and found this recent article describing that...
https://itch.io/jam/love2d-jam-2026/topic/6082771/how-to-get...
... posted in the site of the 2026 Löve2D Game Jam, that sounds like something also worth mentioning: https://itch.io/jam/love2d-jam-2026
Too late to enter. Jam was last month. But there are 47 games to check out there, plus many from previous years.
marknote 11 hours ago
For anyone looking to code LÖVE2D games directly on an iOS device, I’ve created an app called love2d-studio: https://marknoteapp.com/love2d-studio
rwbt 12 hours ago
I use this framework to build prototype applications and it's always a delight. Something about Lua just feels right. Once I'm satisfied with a demo or prototype, I later on port it to native C/C++ implementation.
p2detar a day ago
As someone that used to write 2D games with things like phaserjs, sdl and even directx7, I always regret I never tried Löve2d. I think Android and iOS packaging was also supported. Is this still the case? What if one wants to integrate IAP?
1313ed01 20 hours ago
Pretty sure there is still app packaging documented somewhere. There is also, at least for Android, an official Löve2D Launcher app that can open any love-file saved to the phone and execute it. I use that all the time.
The Launcher is available also for old Android versions, which means that old obsolete Android devices (I have some tablets and phones) can be used for whatever it can be fun to still write some GUI for on some spare touchscreen device.
chadpaulson 20 hours ago
I love this framework, pun intended. I made a clone of Atari's Missile Command with it many years ago when the Portal / Mario mashup game made with LÖVE was popular. https://github.com/chadpaulson/missile-command
marcomezzavilla a day ago
LÖVE seems amazing, I’ve always looked at it with curiosity. There’s also the legendary Harvard CS50’s Introduction to 2D Game Development, which now uses it in its latest version.
But I’m wondering: why do mature tools like this sometimes end up on Hacker News’ front page without any particular news (like new releases or updates)? It’s just a curiosity, not a critique.
Duplicake 9 hours ago
Interesting this is at the top of hacker news since this is pretty old, great project though
shooshx 7 hours ago
Could have compiled it to wasm and have an online demo
herczegzsolt a day ago
I've used this for many projects that are still working to this day.
That said, i'm not impressed. A web-based solution is usually better performing, despite all the bloatware necessary. This says a lot about the state of software development unfortunately.
tertle950 20 hours ago
I'm curious as to how you came to that conclusion. Did you run any tests, or is it just a general observation? What's your computer hardware like? This isn't an accusation of anything, I promise I'm genuinely curious.
herczegzsolt 14 hours ago
I've not done proper scientific comparisons, but had to reimplement some games as websites to make them reliably perform on Raspberry Pi's we used embedded.
This is a bit of an apples to oranges scenario, because the algorithm and architecture is not exactly the same, despite the game functioning identical.
The main weak points of LÖVE that we hit were mainly around embedded video playback though, which is probably very well optimized in chromium.
jamesgeck0 2 hours ago
actuallyalys 21 hours ago
I don’t usually push LÖVE to its limits because I tend to make simple games as a hobby but I do keep an eye on its framerate and often it‘s in the 100s of frames per second. So it may not be impressive (in sense of winning benchmarks) but it’s rarely perceivably slow.
small_scombrus a day ago
It isn't web based? It's a set of Lua scripts that run locally
squeaky-clean a day ago
They are saying web based solutions often out perform LÖVE, even though you would expect the opposite because LÖVE doesn't have the bloat of a browser engine.
usrnm a day ago
flykespice 3 hours ago
I wish lua would be more popular outside of its scripting language bubble, but its tendency to occasionally introduce breaking changes every release doesn't makes it very palatable as a main language for writting software.
alprado50 a day ago
Is Love2D a decent option for gamedev compared to Godot? I finished a really simple game using Unity3D and it was fun, but it sucks to use a closed source engine.
onehair 21 hours ago
Godot will be familiar to you if you then.
Löve on the other hand is 100% just code. You'll not have the gui things and the pletora of different components that go with them. Still gives you freedom. Just too much freedom and not as much helpful preset tools.
0x3444ac53 7 hours ago
For me this is a plus. All the games I've made are small and hobby stuff, and I much prefer writing code to playing around with a UI.
jtolmar 21 hours ago
Yeah, Love2d is a great option for gamedev. It doesn't have the same built-in tools as Godot so you'll need something else for putting together maps (use Tiled [1]), and you'll need to write your own main/render loops (these are just two for loops, nothing fancy).
CJefferson 19 hours ago
It’s very different, and it depends what you are targeting. I love love2d.
I think love2d is better if what you love is coding, everything is code, love2d just executes Lua.
If what someone wants to do is make (for example) a 2d platformer, or definately for 3d, and the coding is something you need to do to make your game, goody is better, it includes so many batteries, have a built in gui level editor, etc.
One big advantage of love2d (although ironically not loved by many in its audience) is it is the AI friendly engine, as AIs love text and hate GUIs.
miellaby 9 hours ago
Still think Gideros SDK had more potential
nodesocket 5 hours ago
Interesting. I started playing with Godot this weekend and got something simple to render with some toolbar windows and a statusbar. I’ve always been fascinated by game and graphics programming.
pmarreck 19 hours ago
I need something like this but for cross platform utilities
vslira 19 hours ago
I haven't done it myself, using game engines as UI frameworks is not unheard of :)
anthk 21 hours ago
UXN can be interesting for 2D games too.
slmjkdbtl 7 hours ago
I love their stuff, but curious if anyone besides them actually use uxn to make stuff
tertle950 20 hours ago
The fantasy computer by 100 rabbits? I love their philosophy, I'm glad Varvara exists, but I'm personally not up to program assembly for a 4-color screen, and I'm sure many others are the same.
0x3444ac53 7 hours ago
I think there's a difference in the want of a game dev. 100r, IMHO, is about code as art rather than using code to make art.
VorpalWay 21 hours ago
How is it supposed to be pronounced? Is it just gratuitous diacritics? Or should I pronounce it in my native Swedish (where the names makes me think of leaves rather than love)?
(Throwing diacritics on English words look extremely silly to me, since I know how åäö are supposed to be pronounced. It makes something like Motorhead just sound laughable rather than metal.)
Sardtok 21 hours ago
The project was started by Norwegians. So I feel like you should apply juuuust the right amount of cheesiness and sort of push that Ø-vowel looong. Not sure if Ruud would agree, though.
rzzzt 9 hours ago
I am fairly certain it's a case of https://en.wikipedia.org/wiki/Metal_umlaut
xigoi 11 hours ago
I instinctively pronounce it [løv].
VorpalWay 4 hours ago
What about the e? If it was Swedish you would definitely not have a silent e, but I don't know if Norwegian might. (On the other hand it is spelled löve, not løve, so arguably Swedish rules should apply.)
xigoi 4 hours ago
sylware 7 hours ago
bluerevolver amazing shmup made with löve.
löve is getting a vulkan backend. I would have prefered löve to be plain and simple C coded instead of this abomination which is c++ (but it seems coding AIs may be very good at assisting mass c++ to plain and simple C port).
SilentM68 17 hours ago
Interesting framework :)
davidkunz a day ago
I haven't tried Löve, but I somehow enjoyed reading through the README.md, no AI slop, just a natural writing style with tiny indictors showing the authors' enthusiasm in creating software.
Sardtok 20 hours ago
The project predates Github, although the first official release came out about a month prior. So, yeah, not a lot of AI slop 20 years ago.