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Using Lua to Build a Component-based Architectu...
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Jheng Wei Ciao
August 05, 2013
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Using Lua to Build a Component-based Architecture for Game Apps
Presented on COSCUP 2013
http://coscup.org/2013/en/
Jheng Wei Ciao
August 05, 2013
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Transcript
Using Lua to Build a Component-based Architecture for Game Apps
半路 / Jheng Wei Ciao
Component Based Architecture
Lua
Pitfalls of Object-Oriented Design ?!
Traditional OOD Object-Oriented Design Class Inheritance Virtualization Polymorphism Inheritance-based Architecture
Player Enemy WalkableObject Actor CollidableObject
None
FlyableObject Player Enemy Actor WalkableObject CollidableObject
CollidableObject FlyableObject FlyingEnemy Actor WalkableObject How?
CollidableObject FlyableObject FlyingEnemy FlyingActor How?
Pitfalls of IBA Deep and tangled hierarchies Diamond ring inheritance
Copy-paste code here and there Special cases Magic: don’t touch it
Component-based Architecture Each functionality is a game component Data-driven method
for objects creation Design Patterns: “Favor composition over inheritance”
Player WalkableObject CollidableObject FlyableObject Enemy WalkableObject CollidableObject FlyableObject
WalkableObject CollidableObject FlyableObject Game Components
WalkingEnemy FlyingEnemy WalkableObject CollidableObject CollidableObject FlyableObject
Don’t use CBA... yet CBA can’t save your world OOD
can do good things too Don’t make everything a component Leave messy code alone You might need an editor or tool
None
Who Are Using Lua
Advantages of Lua Lightweight Extensible Cross-platform Robust Openness Community
Drawbacks of Lua Most editors don’t support auto-completion code Goodbye
to debuggers & breakpoints Hello to loggers & print() No excuse for coffee break time
Pitfalls of Lua Naming convention for global variables Do garbage
collection manually Don’t forget to compile scripts & strip debug info
My Lua Trilogy Lua 5.1.5 Luabind 0.9.1 Time-saver & OO-like
Boost Luabind depends: template programming
My Programming Trilogy C++ Generic framework Objective-C iOS platform-specific OpenGL
ES implementation Lua Data description Game logic 10% 65% 25% C++ Lua Objectitve-C
Player Transform BoundingBox Quad
Meet Powerful ‘Table’ Player = {} Player[“Transform”] Player[“Quad”] Player[“Transform”]:SetTranslate(50, 100)
Player[“Quad”]:SetSize(120, 120)
None
Traditional OOP Game Objects Update #1 #2 #3 #4 #5
Game Objects Render #1 #2 #3 #4 #5
Component-Based Architecture Game Components Update #1 #2 #3 #4 #5
Game Components Render #1 #2 #3 #4 #5
Game Object = Container Game Object Transform Bounding Sprite Motion
StateMachine Timer
Object Factory Game Component Templates Game Object Templates Game-based
Interpolator GC 0 255 0.1 1.0 SetAlpha() SetScale()
Memory Management C++ Transform Sprite ...... Lua Game Object Transform
Sprite
User Interfaces & Widgets Widgets Button Picture Text Number Radio
Button Progress Bar
Widgets = Container Widgets Button Render/Update Movement Scale Up/Down Fade
In/Out Sprite Motion Transform Fade
MainMenu Button Sprite Interpolator Input Events
Lua + CBA = 100% Awesome!
[Launching Xcode] Live Demo
Live Game Apps?
Lua for Game Apps
CBA for Game Apps
Lua + CBA ......?
We’re recruiting one Android engineer
Open Mind, Happy Coding, Make Great Games!