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.
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.