Below you will find pages that utilize the taxonomy term “Ecs”
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Lua for Game Development — Chapter 18: Engine Architecture, ECS, Plugins & Optimization
To complete your Lua game development knowledge, you must understand how to design a full engine:
- entity management
- components
- systems
- module lifecycle
- asset management
- scripting pipelines
- performance tuning
- optimization patterns
- debugging & profiling
Lua excels as an engine scripting language due to:
- fast VM
- low memory footprint
- simple integration with C/C++
- natural data-driven design
- coroutine support
- quick iteration
- extensibility
This chapter finalizes the architecture needed for professional, scalable Lua game engines.
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Lua for Game Development — Chapter 3: Practical Patterns for Real Games
Modern game development relies heavily on Lua’s flexibility.
Studios consistently use a set of Lua architectural patterns to build clean, scalable, and maintainable game logic.
This chapter presents the patterns used in:
- 2D/3D indie engines
- AAA game scripting systems
- LiveOps / network games
- Modular UI systems
- Defold / Love2D / Roblox (Luau) / Cocos2d-x Lua
- Custom C++ engines with embedded Lua
We will cover:
- Entity & component architecture (ECS-friendly)
- Messaging & event buses
- Timer systems & schedulers
- Finite state machines (FSM)
- Behavior trees (BT) in pure Lua
- Tweening & animation patterns
- Modular game script structure
This is the first “serious engineering” chapter in the book.