Timeline for Should I be using Lua for game logic on mobile devices?
Current License: CC BY-SA 2.5
9 events
| when toggle format | what | by | license | comment | |
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| Jul 15, 2011 at 23:37 | comment | added | Nicol Bolas | Recent addition: If Lua's base performance is inadequate, LuaJIT2 is available for ARM platforms. It is... reasonably fast | |
| Apr 28, 2011 at 14:06 | comment | added | Klaim | I did use lua heavily on NDS (that is far less powerful than an IPhone) and it worked quite fast. Fast enough for us to make more than half the logic of one game directly in lua. | |
| Mar 18, 2011 at 9:39 | comment | added | user744 | Sadly I know plenty of people that write "JAVA". | |
| Aug 20, 2010 at 8:29 | comment | added | deft_code | Go go magic soap box. Lua is a noun not an acronym, you would never write JAVA. Lua means moon. You would not write MOON. thanks - the Lau Nazi. | |
| Jul 19, 2010 at 20:24 | comment | added | Rachel Blum | Many console apps actually use LUA. Yes, it's branchy - but that doesn't matter if you control high-level logic. Just don't call it from your render loop ;) As far as I know, LUA for games is fine with the recent changes to the developer agreement - there are plenty of games that are driven by LUA. But as with any development on a closed platform, ask the platform owner (i.e. Apple) for definitive answers. Also, no need for Obj-C - the iPhone allows C/C++ just fine. (I recommend you do anything UIKit in Obj-C, though. Reduced pain factor) | |
| Jul 18, 2010 at 15:31 | vote | accept | metdos | ||
| Jul 15, 2010 at 14:38 | history | edited | Sean Edwards | CC BY-SA 2.5 |
added 102 characters in body
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| Jul 15, 2010 at 14:35 | comment | added | Colin Gislason | Lua is widely used in iPhone applications, and changes were made to the terms that allow it. See here: appleoutsider.com/2010/06/10/hello-lua | |
| Jul 15, 2010 at 13:48 | history | answered | Sean Edwards | CC BY-SA 2.5 |