Below you will find pages that utilize the taxonomy term “Game-Dev”
Lua for Game Development — Chapter 7: UI Systems, HUD, Widgets, Event Binding, and Lua-Driven UI Architecture
User interfaces are a core part of game development:
- HUD (health bars, minimaps, ammo counters)
- Menus (pause, settings, inventory)
- In-game shops
- UI alerts and notifications
- Pop-up windows and dialogs
- Touch UI for mobile
Lua excels here because UI scripting requires:
- Flexibility
- Fast iteration
- Easy updates
- Data binding
- Coroutine-friendly animations
- Modular components
This chapter teaches you how to build a complete UI architecture in Lua.
1. The Goals of a Good UI Architecture
A production UI system must be:
Lua for Game Development — Chapter 5: Combat Systems, Hitboxes, Stats, Buffs, and Abilities
Combat systems are the backbone of many games:
RPGs, action games, shooters, platformers, MOBAs, and roguelikes.
This chapter explains how to implement real combat architecture in Lua:
- Entity stats & modifiers
- Damage pipeline
- Hitboxes & hurtboxes
- Buffs, debuffs, DOTs, HOTs
- Cooldowns & cast times
- Skill/ability system
- Combat logs & replay
- Network-sync-friendly updates
This is a complete combat architecture, not a toy example.
1. Entity Stats (Base + Modifiers)
Stats usually come from:
Lua for Game Development — Chapter 4: Building a Full Lua Game Architecture
This chapter teaches you how to design a complete Lua game architecture—the same structure used by real production engines.
We will build:
- A robust game loop
- Scene management (stack-based)
- Systems & update flow
- Input abstraction
- Resource manager
- Save/load system
- Hot reload support
- Debugging overlays & dev tools
A real game must be modular, testable, and reloadable.
Lua excels here.
1. The Game Loop (Core of Any Engine)
All engines—Unity, Unreal, Godot, Defold, Cocos2dx-lua, Corona, LÖVE—follow the same idea:
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.
Lua for Game Development — Chapter 2: Language Essentials
Lua’s syntax is small, elegant, and optimized for scripting game logic.
This chapter teaches Lua through a game development lens, focusing on features you will actually use when scripting AI, animations, UI, events, gameplay systems, or tools.
This is not a language textbook.
This is Lua for building real games.
1. The Building Blocks of Lua
Lua’s core types:
nilbooleannumberstringtable← the most important typefunction← first-class citizen
There are no classes, arrays, or objects—tables represent all of these.
Lua for Game Development — Chapter 1: Why Lua?
Lua is one of the most influential technologies in game development.
It is lightweight, embeddable, fast, expressive, and battle-tested across decades.
In this chapter, we explore why Lua is still the #1 scripting language for games, how it fits into modern engines, and the core principles that make Lua unique.
1. What Makes Lua Special?
Lua was designed with one mission:
A small, fast scripting language that can glue complex systems together.
Lua Deep Dive: Coroutines, State Machines, DSLs, and Game Scripting Architecture
Lua is not just a lightweight script language.
It is a runtime toolbox capable of building state machines, pipelines, schedulers, entity systems, and even domain-specific languages (DSLs).
This deep dive focuses on production-level techniques heavily used in:
- Game engines (Defold, Love2D, custom C/C++ engines)
- AI scripting
- UI scripting
- Simulation and animation
- Networking and asynchronous flows
- Configuration languages and DSLs
1. Coroutine Pipelines (The Real Power of Lua)
Coroutines allow cooperative multitasking, enabling sequential code that behaves like async flows.