Creating texture atlas with the rover-design pattern
Using tiles and tilesets in the game
Introduction
This chapter covers the basic principles of using the graphical interface in conjunction of LuaSDL with OpenGL. It covers basic operations on surface objects, using color models, cursor manipulation, image loading, and using textures and fonts. It also contains a few examples of game engine optimizations such as texture atlas and tilesets.
These recipes can be enhanced with the information from subsequent chapters to get better efficiency on resource handling.