I just added Killa support for cocos2d-x, to be honest, at least the default sample is working on windows more tests coming soon.
Here is the repo: https://github.com/ex/cocos2d-x
I’m preparing a post with more information but in resume the main differences between Killa and Lua are:
- Killa requires variable declarations (no more silent typo errors)
- Local variables and local functions are default, global symbols require the “public” keyword.
- Array tables start with index zero (no 1, so Dijkstra is finally happy)
- Ternary operator: (x != null)? doThis() : elseDo()
- Assignment operators: =, ~~=, \=, /=, %=
~~ Use “this” instead of “self”
- Blocks require the braces, they are not optional
- Killa require variable declaration, the “global” symbol is required to access global objects.
- Lua variable scope
- No arrays only Lua tables
- No switch neither exceptions also the prototype mechanism is missing
- No*+ — operators (they are not coming, many reasons…)
- Lua Multiple assignment and return values
- Lua coroutines
- Lua powered for fast embedding and small footprint (this rocks)
There a lots of things I want to add to Killa (native arrays, classes, vectors, matrices, etc) because Killa is more focused for game development. I need speed and I want small footprint, so if I can speed things I’ll do it, (without resorting to JIT by now).
I hope the cocos2d-x Lua community could give me some ideas and things they would like to see in Killa 0.2 and hopefully find some users interested on using it.