LoveJIT

General discussion about LÖVE, Lua, game development, puns, and unicorns.
Magitek
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Re: LoveJIT

Post by Magitek »

Many thanks for the help bartbes, I would have never figured out declaring the arg locally, since it works in 0.7.2 without doing so.

High detail map generation time (loop performance):
11.4 secs -> 5.6 secs

Frames per second in battle (pure rendering):
204 FPS -> 255 FPS

No side effects noted, color me impressed.
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bartbes
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Re: LoveJIT

Post by bartbes »

I'll note that that was only how to get an equivalent table, oftentimes you can get by without turning it into a table.
Also, that's not 0.7.2, that's lua 5.1(.4), luajit, as a re-implementation decided never to add this deprecated feature in the first place.
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slime
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Re: LoveJIT

Post by slime »

I updated the links in my original post for LuaJIT 2.0.0-beta8.
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T-Bone
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Re: LoveJIT

Post by T-Bone »

Will LöveJIT be a part of official LÖVE builds in the future?
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thelinx
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Re: LoveJIT

Post by thelinx »

At the moment, LuaJIT is beta software. So no "official" LÖVE builds will use LuaJIT for the time being.
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slime
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Re: LoveJIT

Post by slime »

That's disappointing, the LuaJIT beta is more stable than many other software projects marked as "stable".

LuaJIT 1.x is not in beta, but it isn't as fast as LuaJIT 2 and it doesn't have the FFI. There would still be substantial improvements over regular Lua though.
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bartbes
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Re: LoveJIT

Post by bartbes »

It's not just about stability, what about things like availability?
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slime
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Re: LoveJIT

Post by slime »

LuaJIT has ARM support as well as support for nearly every desktop architecture besides OSX PPC, which should be phased out anyway.
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bartbes
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Re: LoveJIT

Post by bartbes »

Not that availability.
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slime
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Re: LoveJIT

Post by slime »

Then what? Are we forced to use the software dependency systems in Linux distributions? Because that's terrible design by them if we are. :P
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