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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
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