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by nonbirithm
1786 days ago
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I believe that if LÖVE weren't inextricably tied to Lua and were instead exposed as a C library that 2D game development would become a lot easier in someone's language of choice. You don't have to muck around with low-level details like initializing SDL or using raw calls to OpenGL, but you don't have to be constrained by the complexity of larger frameworks like Unity. It's like the one proper wrapper API for all the individual hard-to-use libraries. I don't like LÖVE because of Lua, I like LÖVE because the framework itself is so well-designed and easy to use. Other people seem to agree to the point of reimplementing LÖVE's API in Rust, as ggez. |
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Though, for a 'simple C library for 2d (and actually 3d) game development' -- I would highly recommend https://www.raylib.com/. I really, really dig the API design there. One of the main 'downsides' I guess is it doesn't out of the box build natively for iOS -- but the Wasm support makes it run there pretty fine out of the box and raylib-fork can be used to get a native iOS build going with some work. It's got a lot of stuff out of the box including a GLTF loader and skeletal animation.