Below you will find pages that utilize the taxonomy term “Hud”
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Lua for Game Development — Chapter 15: UI Systems, HUD, Menus & Data Binding
UI is the backbone of:
- inventories
- crafting
- equipment menus
- quests & story
- shops
- minimaps
- HUD overlays
- dialogue
- pause menu
- game settings
Lua is excellent for UI logic because:
- UI widgets map naturally to tables
- easy event dispatch
- hot-reload speeds iteration
- data binding = reactive UI
- timeline-based animations work perfectly
This chapter builds a modern, scalable UI framework in Lua.
1. UI Widget System
UI widgets are components:
- panels
- labels
- buttons
- images/icons
- windows
- scroll lists
- tooltips
- HUD overlays
We define a generic widget base class.
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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: