
Spritebatch, ffi array 2.13035 0 spritebatch, lua table 0.577013 -1.553337įFI Arrays are a lot slower, so you should stick to tables if you want to draw tiles fast. Using Luajit tables is a lot faster than using FFI arrays: Time("spritebatch, ffi array", function() We use the ffi.new functions to generate a 2 Dimensional uint8_t array for the character display grid and uint16_t for the id grid. Spritebatch:set(idmap, quads], i*12, j*12) Time("spritebatch, lua table", function() Idmap = spritebatch:add(quads], i*12, j*12) Map is our display grid and idmap will store the id returned by adding the cells. We need two arrays: one to store the id and one to store the ascii value of the cell. We can also use the bind and unbind function on the spritebatch to bind the spritebatch into memory before we loop through the whole display grid. Local spritebatch = (img, 87*25, "stream") I used Alloy_curses_12x12 from the dwarf fortress tileset repository. We will generate a spritebatch with a tilesheet image(aka texture atlas) and use the spritebatches add/set method to change the content. If title = "clear" then last = nil return end It uses os.clock to measure the time before the execution and again after the execution. It is an extended example from kikitos time function.
LUA TABLE INSERT LÖVE CODE
I will use the following code to measure the performance. I will use this to create an ascii display. In this article I want to compare tilemap implementations in Löve 0.9.1 using spritebatches. In Löve you can implement those in a variety of ways. If you plan to use new capabilities of Neovim 0.5 I definitely recommend moving your config to Lua.A usual pattern in 2D games is the use of tilemaps. In the end I found the whole process rather quick and definitely rewarding, though I'm sure a lot of things can be done better. I spent around 1 hour moving 90-95% of the content, and another hour solving some issues like home directory or some broken config. The whole process of moving 350 lines of init.vim to a took me around 2h, including time to organize the files (Lua allows you to use multiple config files, see my example below) and excluding time to play with new plugins. There are a few more like lualine.vim that can replace powerline or airline, but I'm yet to try it out. telescope.nvim replaces any search plugin you use ( ctrl-p, fzf.vim etc.).Together with nvim-compe (autocompletion) I use them to replace Ale and coc.vim, to display function documentation or jump to a definition).
LUA TABLE INSERT LÖVE INSTALL
Together they allow me to easily install and use language servers (e.g. nvim-lspconfig together with nvim-lspinstall and lspsaga.nvim use the new, built-in LSP in Neovim and provide some useful functions.I won't cover them here (maybe in another post), but here are a few that you can check out: There is a number of other plugins that are available for Neovim 0.5 and I found myself replacing some of plugins I had used before with the new alternatives.

If you need some more advanced functionality, I recommend checking the documentation. Tab1 = - only load when opening Ruby file Val = true and not false - booleans and logical operators

Num = 22 - this global variable represents a number If you want to spend 1 minute instead, here you go: - this is a comment I used the Learn X in Y minutes page, but I guess anything works. Lua in 1 minuteįirst, it's good to spend 10-15 minutes learning Lua in order to easily write the new config. In the bottom of the article you're also find a link to my config files so that you can look at them and copy if needed.

This is not a complete guide, but it covers almost 100% of what I needed in order to completely move away from init.vim to a.
LUA TABLE INSERT LÖVE HOW TO
In this article I'll share a few basic rules on how to transition from one configuration to another. Earlier this year maintainers of Neovim have released version 0.5 which, among other features, allows developers to configure their editor using Lua instead of VimL.
