SceneMan

Scene manager

Manages game states by stacking and transitioning between them using Lua.

A simple, but powerful scene/gamestate manager that uses a stack

GitHub

0 stars
1 watching
1 forks
Language: Lua
last commit: about 1 year ago
Linked from 1 awesome list

love2dluamoaisolar2dstate-management

Backlinks from these awesome lists:

Related projects:

Repository Description Stars
paltze/scenery A lightweight Love2D scene/state manager that simplifies the organization of game logic. 22
thenerdie/yonder A simple game state management library written in Lua for the LOVE2D framework. 15
rm-code/screenmanager Provides a state management system for LÖVE framework applications. 32
tesselode/roomy A scene management library for game development. 45
glass-brick/scene-manager Manages scene and transition logic in Godot game development 354
nekromoff/love-state-switcher A state management system for Lua-based game development using a single file per state 10
joebrogers/pico-ec A simple scene-entity-component library for PICO-8 fantasy console with basic support for Scenes, Entities, and Components. 51
gwyrddglas/gamestatemanager A simple and flexible state management system for game development 10
kithf/yas A Lua-based screen manager for the LÖVE game development framework. 2
tesselode/nata A Lua library for managing entities in games by organizing them into pools with component-based architecture 44
andrewcourtice/harlem A global state management solution for Vue 3 applications with strong typing, immutability, and extensibility 516
sfttech/nyan A data description language that enables hierarchical key-value storage with inheritance and dynamic patching for moddable game content management. 211
ulydev/lue A Lua library for managing and manipulating colors with support for hue effects 44
lunarmodules/say A Lua string hashing library with support for internationalization and namespace management 46
ulydev/push A Lua library that provides a simple way to manage fixed resolutions and apply transformations during rendering for various graphics contexts. 495