2
votes
2answers
98 views

Correct utilisation of gameloop (Android)

When using a gameloop like (much simplified)............ updateLogic(); render(); How does one perform 'single' operations? I mean, things like triggering sounds (which will only be played once), ...
1
vote
1answer
242 views

CPU usage, game loop and sleep()

I've read about this topic on numerous discussion sites, but I can't seem to find a clear definitive (up-to-date) answer, and hopefully this will me some more insight: I've read the excellent game ...
10
votes
3answers
534 views

EXTREMELY Confused Over “Constant Game Speed Maximum FPS” Game Loop

I recently read this article on Game Loops: http://www.koonsolo.com/news/dewitters-gameloop/ And the recommended last implementation is confusing me deeply. I don't understand how it works, and it ...
0
votes
0answers
64 views

Using boost function to wrap execution of a boost signals2 signal

I am considering using the boost library to design a simple yet effective callback event notification framework for my game application. The idea is that objects that can raise events would have a ...
0
votes
0answers
455 views

Best practices in Game architechture design [closed]

I have to create a game using Java. It is a simple game with a mix of rules from Texas Hold'em and Scrabble. The purpose of this project is to cover all software engineering practices. I have some ...
1
vote
2answers
433 views

Entity manager loop opinions

This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...
10
votes
2answers
3k views

how should i develop my android game efficiently?

I have attached a image of a flow chart that i made in paint. The image shows how i want to develop my game. I want a game that runs great with smart coding that is easy to update and ad features ...
4
votes
2answers
260 views

How to store the state of the world for a fixed time step?

Most of the posts on fixed time steps say something like this: State previous; State current; while ( !quit ) { double newTime = time(); double frameTime = newTime - currentTime; if ( ...
20
votes
2answers
1k views

Several classes need to access the same data, where should the data be declared?

I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as ...
13
votes
2answers
716 views

Where should collision detection logic be placed?

I am developing a small 2D game engine. The characters have a paint method which currently does the following: Calculate the new position of the character as per its speed, etc. Update the collision ...
-1
votes
3answers
2k views

C++ GameState management

I have been attempting to make a game engine in C++ and have come across the dilemma of game state management. I have done a lot of research and found numerous ways of accomplishing from game engine ...
5
votes
2answers
309 views

Draw and update order in 3d graphics

In all of the code samples that I have looked at, the game loop looks something like this: while(true) { InputAndUpdate(); Draw(); SwapBuffers(); } However doesn't this destroy ...
12
votes
5answers
742 views

Game actions that take multiple frames to complete

I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle ...
8
votes
4answers
931 views

Using idle time in turn-based (RPG) games for updating

If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time ...
3
votes
2answers
549 views

Designing the Update system (read very basic game engine) for an XNA game

I am trying to determine the best way to implement the "update" system or engine for a simple XNA game. Description of situation I have a few classes, lets call them Player [will be an ...
13
votes
3answers
3k views

Finite state machine in C++

So, I've read a lot about using FSMs to do game state management, things like what an FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing ...
4
votes
3answers
754 views

Deal with mini states in game

Hi :) I want to ask what is the best way to deal with "mini-states" in game? For example I making game like Simcity, i can build buildings, roads, rails, or I can change something in economy. I am ...
64
votes
3answers
14k views

Tips for writing the main game loop?

Can anyone recommend some good tips, articles, sites, etc. for writing the main game loop? What are some things that you should do in the game loop, and what are some things that you shouldn't do in ...