Finite State Machines in Game Development

Finite State Machines are series of design patterns often used in Game Development. In this article I’ll define what they are & how they work, go over 3 example implementations I have implemented in Corona SDK, and describe some of the pain points I’ve encountered using them.

I’ve ported Cassio Souza’s ActionScript 3 State Machine to a Lua State Machine, and recently a Dart version, and included examples. This article has a companion video embedded below.


Continue reading “Finite State Machines in Game Development”

Why Robotlegs For Games?

Why Robotlegs for Games?

The following covers why you would utilize the Robotlegs MVC architecture in a lightweight, Lua game for Corona. I’ll discuss the refactoring reasoning, the common problems you run across in game architecture, and their solutions with their pro’s and con’s discussed. Finally, I conclude on how Robotlegs helps solve these common issues, specifically in a Lua & Corona context.

I’ve started the port of Robotlegs to Lua to work in Corona if you’re interested in learning more.

Continue reading “Why Robotlegs For Games?”