Chapter 1. Basics of the Game Engine
In this chapter, we will cover the following recipes:
- Preparing a basic file structure for the game engine
- Making a stack
- Making a queue
- Making a prioritized queue
- Extending ipairs for use in sparse arrays
- Creating Lua modules
- Handling errors with pcall, xpcall, and assert
- Using Lua with existing projects written in C/C++
- Getting LuaSDL for libSDL 1.2
- Designing the main application loop with LuaSDL