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tick

MITLua

A lightweight Lua module for scheduling delayed and recurring function calls with chainable events and groups.

GitHubGitHub
201 stars18 forks0 contributors

What is tick?

Tick is a small Lua module that simplifies calling functions after a delay or at regular intervals. It solves the problem of managing timed callbacks in real-time applications like games by providing a clean, minimal API for scheduling and controlling function execution.

Target Audience

Lua developers, particularly those working on game projects or real-time applications that need simple timer functionality without heavy dependencies.

Value Proposition

Developers choose Tick for its simplicity, lightweight design, and practical features like event chaining and independent groups, which make it easier to manage complex timing logic compared to manual timer implementations.

Overview

Lua module for delaying function calls

Use Cases

Best For

  • Adding delayed visual or audio effects in Lua games
  • Creating timed sequences of actions with clean chaining syntax
  • Implementing cooldown mechanics or ability timers
  • Managing independent event groups for pausable game systems
  • Scheduling recurring updates for game entities or UI elements
  • Replacing manual delta-time accumulation with a structured timer system

Not Ideal For

  • Applications requiring sub-millisecond precision or hardware-level timer integration
  • Projects needing built-in advanced scheduling like debounce, throttle, or cron-like expressions
  • Teams developing large-scale systems with thousands of concurrent timers where performance optimization is critical

Pros & Cons

Pros

Clean Event Chaining

The :after() method enables sequential delays without deep nesting, as shown in the README example for printing 'cat', 'dog', 'owl' with 1-second intervals.

Independent Group Management

Groups created via tick.group() allow pausing and destroying event sets independently, ideal for game pausing scenarios described in the README.

Minimal and Lightweight

With a single Lua file and no dependencies, Tick is easy to drop into projects and has a small footprint, perfect for resource-constrained environments like games.

Simple API Design

Functions like tick.delay() and tick.recur() provide straightforward scheduling, reducing the boilerplate of manual timer management.

Cons

Manual Update Overhead

Developers must call tick.update(dt) each frame with accurate delta time, adding maintenance burden and risk if delta time is inconsistent or incorrect.

No Built-in Error Handling

The README doesn't address error handling for callbacks, leaving it to users to wrap functions in pcall or similar mechanisms to prevent crashes.

Lacks Advanced Features

Missing functionalities like time scaling, individual timer pause/resume without groups, or support for complex scheduling patterns limit its use in advanced scenarios.

Frequently Asked Questions

Quick Stats

Stars201
Forks18
Contributors0
Open Issues0
Last commit11 years ago
CreatedSince 2015

Tags

#lightweight#game-development#lua#scheduling#real-time#timers

Built With

L
Lua

Included in

LÖVE4.3k
Auto-fetched 1 day ago

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