3 ms·
I believe that MOAI does have a nice Model, and a visualization core that renders that model. That model is composed of Props, Decks, Layers. Physics. Action
by seclorum 14y ago
I believe that MOAI does have a nice Model, and a visualization core that renders that model. That model is composed of Props, Decks, Layers. Physics. Action Timeline. MOAI sets up a very powerful engine, which you can tie up to any kind of rig, as needed, to produce the game you're developing.
Its such a great game engine that in fact you can even build a real GUI with it, quickly and efficiently, without much fuss.
I wrote a physics game, which consisted of a single Game Logic thread, just doing the level-switching and score-keeping, while the physics engine was being driven by Lua tables. This .. 200 lines of code .. can be fed 3 Lua tables of information, per-Level, and its a functioning game.
Speed? MOAI has great speed. Really, honestly. Memory usage .. umm .. it was designed to make rendering on the GL/ES pipeline extremely memory efficient. Need to choose your strategy for glyph caching, based on the size of your data-set? Guess what, MOAI can offer you hardware-accelerated font rendering with optimal texture strategies. It can offer multiple strategies, according to the limitations of your game - need lots and lots of textures, as soon as possible? MOAI can scale, from thick to thin.
Writing the whole game in it? Well actually, you use MOAI but write the game in Lua, and actually: Yes, its great. The whole game in MOAI is .. much, much less code, than it is in many competing API's, and its hell fun to boot.
>Would seriously hesitate to recommend it for a professional project.
I'm professionally recommending that you take a closer look at it. There is much, much power, and it seems you have missed it.
- shadowmint 14y ago200 lines of code is a trivial project. I suspect you'll discover that as the magnitude of the project approaches anything useful, the complexity and issues I've raised will increasingly become apparent. Like I said; it's a great toy to hack away with. If you're writing something less than a few k-loc, go for it! :)
- seclorum 14y agoI'm sorry, but you can't say my project is trivial if you haven't seen it. 200 lines is not trivial. I've just told you: the game is done, it works, levels are designed with 3 lua tables, and its a done deal. This is not trivial in any sense other than your hardwired computation that "200 lines must be trivial, thats not nearly enough"... alas, it seems you're missing the point, entirely. Its not a toy if it consumes less LOC than some alternative and yet gets the same job done.
- shadowmint 14y agoAncient thread is ancient. Still... I could argue printf("hello world") is a trivial piece of code, and you could argue that no, the libc behind it that runs that code, the terminal, the os, is all a massively non-trivial piece of work. Triviality in this case is measured by not _what the code achieves_ but by _how much human work_ is required to achieve it. If one person can write say, 200 lines of lua and make a game, that's great. It's also easy. That means that a _real project_ will have 10 people each writing, say, 200 lines _a day_ on that real, non trivial project. At _that_ point, complexity become an issue. Testing becomes an issue. If all you have to worry about is one person hacking away over weekend, go for it~ enjoy~
- aptwebapps 14y ago200 lines of code is a trivial project. No offense, but taken in the context of your previous statements that's an nice bit of circularity. ;) But I am curious about seclorum's game ...