It really depends on your use and expectations, if you expanded the question I could answer better. Maybe you expect things like scene manager, asset loader, animation rigging, pathfinding and network syncing to be built in, but LOVE2D/LOVR philosophy is to expose a sane and well thought out low level API and let the community provide the rest, in a bazaar sort of way. To put together something with complexity, you need to look around for various libs, and then design a way to put them together.
Beside this trade off, the one "downside" is that this is largely a single person's effort with small community around it. LOVR is quite ambitious with supported platforms, and some platforms will exhibit bugs. Anyone working on a serious project will have to get their hands dirty with the framework code, which is thankfully rather easy on eyes.
I think others already mentioned that LOVR is closer to raylib than to Godot. Once I experienced the flow of quickly iterating and hot-loading Lua code, I couldn't go back to Godot's flow adding entities in an editor, clicking around their properties, making OOP scripts and compiling to target platform to test.
LOVR's sweet spot for me is making weird one-afternoon VR projects, for example conjuring thousand or so shapes and moving them around in interesting ways. I like having the option to evolve any those projects into something full fledged and more serious, even if it would require a substantial effort. That's just me thought, some other people in community are building a full business/social platform [1] and a full indie game [2] using the LOVR framework.
jmiskovic|4 years ago
Beside this trade off, the one "downside" is that this is largely a single person's effort with small community around it. LOVR is quite ambitious with supported platforms, and some platforms will exhibit bugs. Anyone working on a serious project will have to get their hands dirty with the framework code, which is thankfully rather easy on eyes.
I think others already mentioned that LOVR is closer to raylib than to Godot. Once I experienced the flow of quickly iterating and hot-loading Lua code, I couldn't go back to Godot's flow adding entities in an editor, clicking around their properties, making OOP scripts and compiling to target platform to test.
LOVR's sweet spot for me is making weird one-afternoon VR projects, for example conjuring thousand or so shapes and moving them around in interesting ways. I like having the option to evolve any those projects into something full fledged and more serious, even if it would require a substantial effort. That's just me thought, some other people in community are building a full business/social platform [1] and a full indie game [2] using the LOVR framework.
[1] https://alloverse.com/ [2] https://www.youtube.com/watch?v=HLBAjKQNmFI&