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Planimeter
game-engine-2d
Lua2015–2026
Planimeter / game-engine-2d

game-engine-2d

Planimeter Game Engine 2D - LÖVE-based game engine for Lua

2Distinct people
28Mentions
0Explicit recommenders
751GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Planimeter Game Engine 2D - LÖVE-based game engine for Lua

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year28 dated mentions

Observed mentions: 2015-06-10 23:49:41 UTC to 2026-08-05 20:32:23 UTC.

024682015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments20152016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 4 mentions; 2 submissions, 2 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 8 mentions; 0 submissions, 8 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC312
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC422
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC101
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC110
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC404
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC808
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC303
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC101
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

28 sources
I maintain Half-Life 2: Sandbox and lclass, and authored some other projects on the web that use Lua. There's really PUC-Rio Lua 5.1.5/LuaJIT and PUC-Rio Lua latest. If you use LuaJIT, you're building it against a drop-in replacement for Lua 5.1.5, and that's been the case for the longest time. However, if there's anything the Lua community needs to learn to move on from, it's maybe the language itself depending on how you're using it. We later built https://github.com/Planimeter/game-engine-2d, but in reality, the programming language is too slow or too limited (this goes for JavaScript, too) in either implementation to do more sophisticated things that engineers should really just use C or C++ for and consider moving wholesale to WebAssembly. You'll end up training a better future generation of engineers by doing this, too. Lua has been
Read the rest
great for us, really instrumental in accomplishing some cool stuff, but we've been eyeballing WebAssembly for the future.
In The Lua community needs to learn to move on
Yes! I remember first implementing this in Planimeter Game Engine 2D, we got a massive resolution list from SDL (through LÖVE, which is what we're built on). If I remember correctly, we filtered the list ourselves by allowing users to explicitly select supported display ratios first, then showing the narrowed list from there. Not great. Technically there's a 683:384 ratio in there.[1] But it did enough of the job that users who knew what resolution they wanted to pick in the first place didn't have to scroll a gargantuan list! [1]: https://github.com/Planimeter/game-engine-2d/blob/v9.0.1/eng...
In Blurry rendering of games on Mac
Sub-tick updates sound to me like they're still using a tick rate system, but specific CBasePlayer mechanisms will now undergo interpolation using UserCmd timestamps alongside their rewind buffer to understand specifically where you were during gameplay as opposed to looking backwards in the rewind buffer and not making interpolated calculations based on timestep. There is still an upperbound where additional granular game states don't occur and that upperbound is based on framerate, afaiu. We use a similar system in Planimeter Game Engine 2D.[1] Planimeter engineers are former Source Engine developers. [1]: https://github.com/Planimeter/game-engine-2d/wiki/Tick_rate_...
In Counter-Strike 2 – Limited Test for select CS:GO players
> Another benefit of speculative collision is that I can elminate[sic] the polygon skin/radius on collision shapes. That was necessary to keep shapes separated for the time of impact algorithm. This should no longer be necessary in version 3.0. I never liked this artificial separation of shapes. Hah! In Planimeter Game Engine 2D, we shrink physics objects by the polygon skin slop so that we can achieve "pixel approximate" physics.[1] We keep sprite sizes the same and as a result there's no visible separation of objects, but Box2D continues to safely separate objects. afaik, we're the only engine that does this with Box2D, and I think the results end up superior. [1]: https://github.com/Planimeter/game-engine-2d/blob/master/eng...
In Starting Box2D 3.0
Off topic: but why do these designers keep using typefaces that have ink traps in them on digital mediums? I get it if you like the way it looks, but it has a purpose and it's so tacky to see. Yuck. On topic: Planimeter publishes Planimeter Game Engine 2D, so if you're interested in game development with a full engine in Lua, check out our work with flagship features like client-side prediction out-of-the-box, network variables on entities, and a sophisticated UI compositor built-in.[1] [1]: https://github.com/Planimeter/game-engine-2d
In Open source is democratizing video game development
Maybe consider https://github.com/Planimeter/game-engine-2d? We have multiplayer with client-side prediction out of the box. Example code is included to demonstrate the ease of networking entity fields, and there is an included payload abstraction for creating networked events. You can set the tick rate for your game based on your needs as well. And prediction is robust, supporting exceptional packet loss and smoothing over latency concerns for player movement. Even Godot doesn't support multiplayer networking out of the box: you have to write it yourself.
In Ask HN: Any solo game developers here?
I own Planimeter. We publish Planimeter Game Engine 2D, which was previously called Grid Engine 9.[1] I spend a lot of time thinking about how independent developers can better spend their time. A lot of developers get caught up in design documents, or thinking about how they want to make a game, but not seriously understanding how many hours a week you need to commit to a project and over how many years. As a rule of thumb, about 20 hours a week over a period of multiple years dedicated to a single project seems to bisect game developers into categories of those who are productive and those who aren't. We have had conversations with different developers in communities, like LÖVE's, for instance: Surprisingly, many developers aren't interested in serious commercial efforts. A lot of them fixate over matters that don't make significant pro
Read the rest
duct impact. As an example, there's some sort of "ECS" fad going on right now. Years ago there was some sort of "push/pop game state" fad. Professional game engines aren't built this way, so I have no idea where these fads originate from. We are a group of former Source Engine contractors, game technology developers, and designers. We have written some articles on embedding Lua, multiplayer game networking, and introducing a CSS 2.1 compositor into game engines, among other things. I'm interested in having conversations with other game developers, and as a like to have, we love talking with those who have written significant pieces of software in the open source community. As a crude ballpark, a measure of "significant" might be any repository with over 75 stars, or development of a technique that is novel in game software, etc.[2] [1]: https://github.com/Planimeter/game-engine-2d [2]: https://github.com/andrewmcwattersandco/github-statistics
In Ask HN: Any solo game developers here?

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