2 ms·
I haven't used Moai myself; that's good information. Thanks. By the time Moai was released, I had already created my own Moai-equivalent C/C++/Lua framework. I
by SomeCallMeTim 14y ago
I haven't used Moai myself; that's good information. Thanks.
By the time Moai was released, I had already created my own Moai-equivalent C/C++/Lua framework. I've written a game on it already, and one other developer (a company I used to work with who asked for access) is using it, but I haven't released it to the public.
When I discovered Moai I was a bit skeptical about it; they've written all their Lua bindings by hand, which isn't terrible, but they're bound to Lua 5.0...meaning that you can't drop in LuaJIT and have scripts run 3x-100x faster. Since I had my own library already, I decided not to switch.
And their model seems to be (like löve) that you have a monolithic build that just runs Lua code, whereas I prefer keeping the C++ build process around so I can drop into C or C++ easily, adding or removing modules as I need them. For instance it appears they have TWO 2d physics engines as part of the build, along with lots of other libraries that I may or may not need, resulting in 6+ megabytes of binary, while mine comes in comfortably under 2Mb.
Auto-generating Lua bindings makes this easier as well -- if I need to add another library, I just drop it in and run my binding generation script; other than adding any new source files to the various projects, that's it.
But strictly considering löve vs. Moai, I still have to advise people to lean toward Moai.