Managing Game Scenes in LÖVE: State Pattern vs. Simple Flagging
Stop using nested if-else blocks to manage your game screens. Learn when to use simple flagging versus the State Pattern in LÖVE to keep your game loop clean and scalable.
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Stop using nested if-else blocks to manage your game screens. Learn when to use simple flagging versus the State Pattern in LÖVE to keep your game loop clean and scalable.
Learn how to structure a LÖVE 2D project with clear data boundaries, frame-rate independent updates, and isolated draw transforms to prevent stutter and global state bugs.
Love2D’s setScissor lets you clip drawing to a screen‑space rectangle, simplifying UI layout and viewports. This guide walks through a concrete example, performance trade‑offs, and best‑practice checklist to help you integrate clipping into your games.
Learn how to replace thousands of individual draw calls with a single SpriteBatch to raise FPS in a Love2D game, and understand when the technique stops helping.
A step‑by‑step diagnostic guide for common Love2D canvas problems: blur, offset, alpha errors, and texture‑size limits on Android.
Learn how to use Love2D’s love.graphics.newCanvas to batch renderings, apply shaders, and save FPS. A step‑by‑step example shows a moving starfield on a 512×512 canvas and a blur shader, plus trade‑offs and best‑practice checks.
Practical guide to off-screen rendering in LÖVE 11.x: create canvases, redirect draw calls, apply post-processing shaders, build a throttled minimap, and read back pixels without stalling the GPU. Includes verification steps and mobile caveats.
A blank white window or instant crash in LÖVE usually means love.load fails before the first draw. This guide shows how to check main.lua placement, expose console errors, isolate love.load with prints, and fix path and blocking issues.
Choosing between a monolithic update loop and a state‑machine pattern in LÖVE (Love2D) depends on project size, maintenance, and overlay needs. This guide compares the two approaches, shows a concrete implementation, and explains trade‑offs.