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One post tagged with "Scripting"

Gameplay scripting workflows and APIs.

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Lua Gameplay on a Fixed-Memory PS1 Runtime

Lua is valuable in a PS1 engine because it separates gameplay iteration from C runtime work. Lua is also dangerous on a PS1 if it grows without limits.

Polygon Engine's scripting model is built around that tension: scripts should be easy to attach, inspect, and test, while the runtime keeps memory, script count, and API surface bounded.