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Lua for Game Development โ Chapter 8: Animation Systems, Cameras, Cutscenes & Timeline Scripting
Animation and cinematic systems transform raw gameplay into a polished, emotional experience.
Lua is ideal for sequencing, orchestration, animation management, and camera scripting because:
- Coroutine syntax is perfect for timelines.
- Hot reload accelerates iteration.
- Data-driven tables make timelines readable.
- Engines expose animation/camera APIs easily.
In this chapter we build:
- Animation state machines
- Sprite animation system
- Camera follow/zoom/lerp
- Timeline scripting engine
- Dialogue system
- Cutscenes (with coroutines)
- Screen/camera effects (shake, flash, fade)
- Sequencers for complex cinematic flows
1. Animation State Machines (ASM)
Most games rely on an animation finite-state-machine: