Engine-design related questions. How code is structured.

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0answers
26 views

Browser Game - Model or not Model

I'm planing on making a browser game just for fun and to improve my skills, but I have an issue regarding the Software Architecture of the game: I will be using an ORM to communicate with my ...
3
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2answers
239 views

How should entities in a game reference each other?

I've been reading a lot about design patterns, but in using these patterns there's one question that I keep coming back to. How should my entities access information about each other? Let's say I'm ...
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1answer
36 views

Client code handling its own generics when returned by an engine

I'm writing a game engine in Java 8, and have prototype client code written in Groovy. New Game objects can be created with a builder which defines everything which fills in the blanks. To simplify ...
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0answers
26 views

Deal with double coordinates and graphics

I want to draw some vectors and few sprites in a 2D world.Problem is that they should be precise. For example a vector has position (5000000.65,556666). That depends on user. He might want to add ...
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0answers
51 views

Hiding actual IP of a Game Server [closed]

I've developed a game server which has 3 layers Login Server(That connects AI Server) AI Server(That connects game logic server) Game Server I want to prevent DDOS attacks as much as possible and ...
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0answers
62 views

Manage map like The sims game

I'm trying to create a (light) tool to create houses like in the Sims game but I don't know how to manage data/make a valid architecture. For now, I think about something like that: Map: Player's ...
2
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1answer
157 views

How should my game characters store their abilities/spells?

I'm new to game development and a bit confused about how to effectively store an object's access to certain spells/abilities. The player and mob objects are all generated from the same class. ...
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2answers
49 views

Custom key binding/mapping

Currently I am starting to develop my first serious game. Before the games are all training, and learning how to do things in a good way. Unfortunatly, I've missed a big part in my preparation: Key ...
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2answers
94 views

Bubble shooter clone, structure for storing/adding of bubbles

Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
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2answers
44 views

Questions about property-centric game object runtime

I was reading Game Engine Architecture by Jason Gregory So according to him, I should use an array of entities, and arrays for each property, such as an array gameObjectsPosition, ...
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0answers
54 views

2D Drawing architecture

I want to create something like a game but I am going to use Direct2D and GDI for drawing API.My problem is that I want to separate drawing code from objects. For example lets say I have conduit ...
0
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1answer
60 views

Resetting scene state

i was wondering what are the best practices for restarting the game, say for example in a platformer game when you die the game restarts and you have to reposition all the characters or reset the ...
0
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1answer
65 views

Double buffer - Managing Collision

I'm thinking about how I should manage collisions in my game. I'm thinking about having a "Collision" class that checks for collision, and in case takes actions to resolve them. My problem is this: ...
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0answers
17 views

How to draw borders onto a map in Unity? [duplicate]

I am trying to design a map for my strategy game and Unity seems to have a lot of very helpful tools that simplify the process. I am trying to make a territory system in Unity (using the C# language) ...
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2answers
153 views

Elegant ways to handle rendering with DirectX 11

I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects. Lots of game development guides talk about how to handle the game objects themselves, ...
21
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3answers
2k views

Command Ordering Architecture of Dwarf Fortress

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
0
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2answers
114 views

Good Configuration Manager System Design for medium-large sized projects?

I've create smaller games which simply needed a class which basically opens an INI file (with feather-ini-parser library) with config values for the whole game (rendering ops, music, bindings). But I ...
39
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3answers
4k views

Why do tutorials use different approaches to OpenGL rendering?

http://www.sdltutorials.com/sdl-opengl-tutorial-basics http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/ These two tutorials use completely different approaches to ...
1
vote
1answer
96 views

How do I let a game support different rule sets?

I'm making a MUD game engine that supports D&D , Pathfinder and other tabletop-RPG rule sets. I am starting to build out how characters interact with the world (e.g. dialog, battle, searching for ...
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1answer
45 views

Application components dependancy and decoupling

In my client application I have two major components: GameCore - wrapper that handles everything about running the actual game NetworkClient - A layer that takes care of ...
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1answer
91 views

Client/Server best way of telling client which player it is

I'm making a client/server, everything works grand its very simple, a simple login system, ID, empty variable and the X and Y positions of the player. Should my server tell my client who it is? and ...
0
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2answers
111 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
0
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1answer
256 views

Organising data of a turn-based strategy

I'm intermediate in Java but novice in everything which is on the server-side. I've set myself a task to rewrite an old game, so learning Java is more fun. It is a space turn-based strategy. The ...
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1answer
70 views

In lockstep networking game, how to handle sudden lags and disconnection?

I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet. I have read a lot of articles about lockstep ...
2
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3answers
268 views

How do you filter entities in an Entitiy Component System?

I am currently writing my own ECS in C++ and I am using std::bitset. I register a component at compile time and give it an ID. Position has ID 1 Direction has ID 2 .. ...
4
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3answers
196 views

Decoupling AI from game logic

Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
6
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2answers
171 views

Decoupling assets, instances and the rendering module [closed]

I am trying to redesign a home-grown hobby engine. It became apparent that it was far too tightly coupled and so I'm trying to redesign it in a more modular way. Unfortunately, I'm baffled by the ...
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0answers
49 views

Is there such thing as a design pattern for game character attributes? [duplicate]

I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example. They player ...
2
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3answers
117 views

Is this a viable architecture for lag compensation?

In some games/engines (such as Source), the server compensates for latency by applying player inputs in the past. Whenever the server receives a player's input for a frame, it rewinds the game to the ...
0
votes
1answer
206 views

How to create sandbox game [closed]

I have a lot of experience with programming but I'm new in game development world, so I don't know what I don't know. I want to create a MMORPG sandbox game. When I say sandbox game I have something ...
0
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1answer
124 views

Render system should know entity manager?

in an ecs based game architecture, I think the entity manager is a "high-level" system, and the render system a "low-level" system. When I move my entity (that means I edit the position component of ...
14
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4answers
2k views

Should a socket server and game server be separate processes?

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
2
votes
1answer
94 views

Where should I put the SDL_Renderer* using the ECS with SDL2 and C++?

So I'm still learning about ECS (Entity Component System) and whenever I'm thinking about the architecture and actual implementation, I just can't figure out where should I put the SDL_Renderer*. So ...
8
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1answer
460 views

Implementing a Graph-Based Material System?

I'm trying to wrap my head around how material systems like this, this are implemented. These powerful and user-friendly, graph-like systems seem to be relatively common as a method of allowing ...
2
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1answer
222 views

Modular enemy behaviour in a shmup - Delegates unsuitable?

I'm creating a shmup type game and trying to implement the enemy wave system, which includes the associated enemy behaviours like their movement and bullet patterns. I've tried to separate the ...
0
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1answer
145 views

Modeling object oriented snakes and ladders

I'm trying to create a basic clone of Snakes and Ladders using object oriented design. I'm struggling to model my objects and their relationships. For the time being I'm interested in moving players ...
9
votes
2answers
249 views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
1
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2answers
124 views

Implementing monte-carlo tree search in a tile based game with units

I have this simple risk-like game I would like to develop an AI for. Players move their Units on the map and a simple fight resolution is done. There is a time constraint of 100ms for each round, the ...
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2answers
102 views

How to hit an enemy, or “how do entities interact with each other?”

The title might be a tad simple for the purpose, but bear with me. I'm a tad lost about how to do the interaction between game objects. I use an entity-component-system framework and I've got the ...
0
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1answer
52 views

Class design for a risk-like game [closed]

I'm currently coding a AI for a risk-like game, but I'm not sure how I put even the base classes together. I've read a lot about game design patterns, entity component designs and such, but I've ...
0
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0answers
37 views

How can I trick or see how the source engine knows if the process is in focus or not.

The source engine does not support split screen so I am trying to run two borderless windows side by side but the source engine automatically limits the cpu utilization of any window not in focus. Any ...
0
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4answers
374 views

Entity Component Architecture and Scripting without using threads

I am working on a small game engine for practicing purpose and also for putting some of my ideas into action. What I have so far is a couple of systems for rendering, sound etc. The next step is to ...
1
vote
1answer
63 views

How can I stop explodable objects from creating new ones during cleanup?

I have a problem with the handling of explosions in my game. Currently, I have an entity create an explosion when it is destroyed (in the destructor). The issue with this is that when I change ...
0
votes
2answers
123 views

Avoiding singletons for puzzle system [closed]

Say for instance I have a puzzle with 3 switches that need to be in some configuration (say all on) in one room, that opens a door in another, with a load screen separating, so I can't link the ...
2
votes
1answer
789 views

How can I access a script variable from another script in Unity?

I'm creating a space shooter (think Space Invaders or Galaga) where the GameManager persists between scenes but the player and enemies don't. I need to access a boolean value from the player and ...
0
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0answers
81 views

Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact

My game represents its map as a 2D array of tiles, each of which stores a stack of layers. I'm looking for a data structure to efficiently represent this . I want to be able to add layers ...
3
votes
5answers
353 views

Is it bad practise to have an object for every tile?

In the game I am working on, many of my tiles must have special attributes (such as triggers when the player steps on them). I was wondering if it would be bad practise to create an object for every ...
1
vote
1answer
190 views

Best Practices for combining animation and logic

In Games I often run into this kind of scenario: The Game Logic decides something happens, and of course the logic does so instantly. But the Game also has animations depending on the logic. Like ...
2
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2answers
596 views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
1
vote
1answer
136 views

Where to put graphic representation of game entity?

I am working on simple 3D version of Snake game. I created classes like snake and grid so far. My concern is, putting all render logic (draws cubes - to show snake, and lines to show the grid) in ...