Implementing a Stack-Based Game State Manager in LÖVE
Learn how to implement a stack-based Game State Manager in LÖVE to handle transitions between menus and gameplay without relying on messy global if/else blocks.
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Learn how to implement a stack-based Game State Manager in LÖVE to handle transitions between menus and gameplay without relying on messy global if/else blocks.
A diagnostic guide for LÖVE projects that open a black window at startup: how to capture hidden errors, isolate rendering from loading, find bad asset paths and blocking loops, and when to escalate.
Collapse hundreds of per-sprite draw calls into one with LÖVE's SpriteBatch: build a static tile batch, pick the right usage hint, and verify the win with love.graphics.getStats().
Step LÖVE physics with a constant timestep using an accumulator loop, clamp catch-up to avoid the spiral of death, and interpolate transforms at draw time for smooth rendering at any refresh rate.
Your LÖVE window opens but love.graphics.draw shows nothing. An ordered diagnostic guide covering failed image loads, off-screen coordinates, leftover canvases, transparent colors, and shaders — with fixes tied to each finding.
LÖVE's SpriteBatch collapses thousands of draw calls into one — but only if you respect its one-texture rule. A worked particle example, the atlas fix, and the limits that matter.
Diagnose and fix LÖVE frame drops caused by Lua garbage collection spikes and excessive draw calls, using object pooling, SpriteBatch, and built-in profiling.
Learn how to choose and configure Love2D’s texture filters—nearest, linear, and mipmap—with a working code example, platform limits, and common pitfalls to avoid.
Learn how to eliminate frame-rate dependency in Love2D using Delta Time (dt) and implement a clean state machine to manage game menus and gameplay logic.