A LÖVE module that automatically batches identical image draws using SpriteBatches for improved performance.
autobatch is a small Lua module for the LÖVE game framework that automatically optimizes rendering by using SpriteBatches when the same image is drawn multiple times consecutively. It solves the performance problem of excessive draw calls in 2D games by batching identical draws without requiring manual intervention.
LÖVE game developers working with version 0.10.x who want to improve rendering performance without refactoring their drawing code.
Developers choose autobatch because it provides automatic performance optimization with zero configuration—simply requiring the module enables batching without any code changes, making it an effortless way to reduce draw calls.
Small LÖVE module to automate the use of SpriteBatches
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Automatically batches consecutive draws of the same image using SpriteBatches, reducing draw calls without manual intervention, as stated in the README's description of optimizing rendering.
Simply requiring the module enables batching with no code changes, following the drop-in philosophy mentioned in the README for effortless integration.
The module is small and integrates seamlessly by overriding love.graphics, adding optimization with minimal effort and no additional dependencies.
Designed only for LÖVE 0.10.x, so it's incompatible with newer versions like LÖVE 11.x, limiting its use in updated projects as highlighted in the features.
Automatically overrides love.graphics, which can cause issues with other modules or custom code that rely on the standard API, a risk not addressed in the README.
Only batches consecutive draws of the same image; if draws are interleaved with different images, batching benefits are reduced, a constraint inherent to its design.