
Open-sourcing a few reusable Playdate Lua gameplay systems from Airborne! PD
Spent some time extracting and cleaning up a few reusable Lua snippets from Airborne! PD for Playdate.
Mostly focused on:
- object pooling
- data-driven wave systems
- per-frame sprite accounting
- datastore persistence
- lightweight rendering tricks
These are small engineering notes and reusable gameplay patterns developed while building a performance-conscious Playdate project on constrained hardware.
Thought some of them might help newer Playdate developers getting started with optimization and gameplay systems.
Public repo:
github.com/DaveLeonard/airborne-public