Yae - Game engine for MoonScript, in MoonScript

Discuss any ports of LÖVE to different platforms.
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deathbeam
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Re: NÖN [Windows, Linux, OS X, Android, iOS, Ouya]

Post by deathbeam » Tue Jun 23, 2015 7:57 pm

I am working on really big update guys :)

I added AOT compiling of all Lua (and MoonScript) code to Java bytecode. So that means everything will have almost same performance as pure Java code (and Java code is also JIT-ed, so that means another speed increase).
Because of this, I rewrote engine source code in MoonScript. What is really awesome right? This makes contributing to engine super easy.

You can browse the moonscript branch online here: https://github.com/nondev/non/tree/moonscript/src/non

Right now, I rewrote everything except graphics API.

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deathbeam
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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by deathbeam » Thu Jul 02, 2015 11:37 am

Hello again.

I rewrote entire engine in MoonScript. Why? Because now source code can be really familiar to users who want to use this engine, because they will actually understand what is going on.

Also, I created plugin for Sublime Text, which adds support for entire NON build system and API autocompletion. It looks like this:

Image

Also, website got new design again, now it looks awesome, is more clear, lists all important features and shows some more info about engine: http://nondev.io/

It also contains new section, with full NON documentation: http://nondev.io/doc

If you have any questions, post a reply here or come and visit us in our Gitter chatroom :)

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MadByte
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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by MadByte » Thu Jul 02, 2015 12:19 pm

does that mean that it's not possible to write in default lua style anymore, only moonscript ?

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Nixola
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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by Nixola » Thu Jul 02, 2015 1:56 pm

Given that Moonscript compiles to Lua? I'm quite sure it still is an option
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics

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deathbeam
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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by deathbeam » Thu Jul 02, 2015 5:23 pm

Actually, it is temporary disabled because I need to focus on how to debug MoonScript code when error happens. I will re-enable Lua when I will finish that one (I removed 3 lines of code to disable Lua so I would just need to add them back :D)

EDIT: But official autocompletion plugin is for MoonScript

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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by qwertywd » Fri Jul 31, 2015 2:40 pm

luarocks from luaforwin(both 46 and 47) cant unpack rock files for me( :emo: )
(luar. official installer tells me that i need to set all this PATH vars by myself :emo: )

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deathbeam
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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by deathbeam » Tue Aug 04, 2015 12:08 pm

Hmm that is weird. So and do you tried to update your PATH when using official LuaRocks installer? But for me LuaForWindows was working just fine

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alberto_lara
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Re: NÖN - Game engine for MoonScript, in MoonScript

Post by alberto_lara » Tue Aug 04, 2015 6:21 pm

Dude, you're awesome. Thanks.
LÖVE Projects: GOOi, Süsse, Dyzön and Katsudö
Thanks for taking the time and read this

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deathbeam
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Re: Yae - Game engine for MoonScript, in MoonScript

Post by deathbeam » Tue Aug 18, 2015 8:09 pm

Hello again guys :)

I renamed engine to Yae. You can visit new website here. Also, engine now supports LuaRocks, so in project.yml, you can just add

Code: Select all

rocks:
  - luassert
To add dependency for leaser etc.

Stay tuned for new updates and do not forget to join our Gitter chatroom.

hmans
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Re: Yae - Game engine for MoonScript, in MoonScript

Post by hmans » Sun Jan 17, 2016 1:12 pm

Yae is pretty impressive. Keep up the great work.

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