love2d has two callbacks, one for updating the game state and one for drawing it. The code currently creates the draw queue entirely in the update loop and then loops through said queue in the draw loop.
This seems to cause a lot of memory usage by creating/deleting huge tables and ties drawing and updating the game together. splitting this is a priority
love2d has two callbacks, one for updating the game state and one for drawing it. The code currently creates the draw queue entirely in the update loop and then loops through said queue in the draw loop.
This seems to cause a lot of memory usage by creating/deleting huge tables and ties drawing and updating the game together. splitting this is a priority