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small_scombrus 8 hours ago

It isn't web based? It's a set of Lua scripts that run locally

squeaky-clean 8 hours ago | parent [-]

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 8 hours ago | parent [-]

Browser engines are probably some of the most optimized pieces of software in existence, so it doesn't surprise me at all.

wiseowise 5 hours ago | parent | next [-]

Explain this to electron haters.

QuadmasterXLII 4 hours ago | parent | next [-]

step 1 htop

there isnt step 2, explain is over

krapp 5 hours ago | parent | prev [-]

Browser engines are optimized for displaying web pages, not for applications.

60MB+ for a calculator is not optimal.

hu3 4 hours ago | parent [-]

explain that to my webgl TypeScript browser game running at 180+ FPS while rendering a large RPG tiled world with infinite procedurally JIT generated biomes, with heavy processing delegated to webworkers.

krapp 4 hours ago | parent [-]

As you aren't posting code or stats I can't say much, but I'd bet a native app would still be smaller and more efficient, since you have to wrap what you're doing in an entire Chromium instance and deal with a web stack designed for documents, which is definitionally less efficient than a native alternative. Tiles aren't exactly cutting edge technology.

"Heavy processing delegated to webworkers?" That just sounds like threads but worse.

CyberDildonics 4 hours ago | parent | prev [-]

Love2D uses Luajit and directly calls established game libraries. The CPU usage should be far better for 2D games, luajit is faster than a browser's javascript jit. You can also create single exe games that are a few megabytes and not a few hundred megabytes.