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.
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Integrate Lua safely into C++ by isolating each script in its own lua_State, restricting libraries for sandboxing, and using custom allocators to keep memory under control.