Engine-design related questions. How code is structured.

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23
votes
3answers
1k views

How to handle multiple story threads in a RPG game?

I designed an RPG game that has multiple story threads, meaning that, depending on the user's choice some things may or may not happen, you can achieve the same thing in several ways, the ending can ...
15
votes
3answers
3k views

Game engine and data driven design

I've heard about data driven design and have been researching about it for a while. So, I've read several articles to get the concepts. One of the article is Data Driven Design written by Kyle ...
-2
votes
3answers
387 views

The best open source CMS for developing a statistic based football game? [closed]

I want to decide between Drupal and Joomla for building a football prediction game which automatically updates results from football matches and then user leagues with points based on the users ...
0
votes
2answers
219 views

Which parts of my game should be Activity objects?

Currently my game has an Activity for the splash screen then it starts the main class activity then it starts a menu activity then from the menu there is an activity for each option (only two at the ...
4
votes
3answers
1k views

How would you structure a weapon class such that it works for many types of weapons?

How would you go around creating a reusable weapon class? I can't really wrap my head around creating a class, which will work for both melee and ranged weapons. Example given, that you have a knife, ...
7
votes
3answers
326 views

How does the camera/UI know who the player is?

I'm in a bit of a dilemma regarding how certain engine components — like camera and UI — know who to follow, whose health and other attributes to represent on the screen. How do you ...
4
votes
4answers
2k views

How do you organize your game files and classes? [closed]

Although it isn't necessary to exclude things like graphics and audio packages, I'm most interested in the organization of the folders for classes that deal with AI and game state. I'm thinking ...
8
votes
7answers
430 views

Object updates, internal vs external?

The title is a bit confusing, but I couln't think of how to explain my question in a short phrase. So here it is: Whenever I'm writing game engines, wheter it's physics/tilebased etc, I always get to ...
4
votes
2answers
756 views

How can I implement shader lookups for my material system?

I have been working on a material system and for the most part everything works just fine, however, I hard code the shader that will be used. Obviously this causes a problem when I want to have the ...
9
votes
2answers
530 views

Correct way to abstract an XBox Controller

I've got a XBox360 controller which I'd like to use as input for an application. What I can't work out is the best-practice way to expose this via an interface. Behind the scenes, the class which ...
7
votes
3answers
448 views

Events, Posting vs Queuing

I'm implementing a messaging system and I'm wondering about how I should handle events. Should I post them and send them to the appropriate listeners as soon as I receive them, or should I queue them ...
4
votes
2answers
697 views

Handling collisions with ground

How do you usually solve collisions between entities and the ground? Sending collision events hardly seems appropriate since almost everything touches the ground at almost all points in time. Calling ...
12
votes
2answers
827 views

XNA: Questions regarding games architecture

So I've finally got around to playing around with XNA and have been toying around with making a 2D game (I have a bunch of art assets from a friend who developed it on iOS) A lot of things seem to be ...
2
votes
2answers
374 views

handling errors in a framework

I'm writing a D3D11 framework and I'm trying to clean it up a little, and I'm unsure how to handle errors and return codes in my classes/code. What is the "best" and cleanest way to implement error ...
1
vote
2answers
497 views

3D game: is a spatial index necessary?

I'm working on a 3D space simulation game in C++. I've read that in many cases games use spatial indexing (hashing) that allows to quickly detect collisions, find out what entities to draw and so ...
12
votes
2answers
3k views

Inheritance vs Composition

I make my money in C# Generally in that language I like to decouple everything to the high heavens using interfaces. This has served me well in enterprise code but in writing games in C# I find myself ...
-1
votes
1answer
539 views

Want to develop my own primitive physics engine, don't know how to start with its high-level architecture. Suggestions? [closed]

Few years ago I tried to make a simple 3D game - billiards. Completed like 50%, stuck with physics. Basically, I only need to calculate balls rolling over flat surface, but it would be nice to make ...
4
votes
3answers
645 views

Designing the main classes in a solar system simulation game in C++

If this is not the right place for this question, could you please direct me to a more suitable site/forum? I'm a beginner in game development (and in the use of this site). I've worked with C++ only ...
1
vote
3answers
1k views

XNA Entity Component Design: Lost on how to include Sprite Animation

I've been reading about Entity Component design and thought it's pretty neat. I've been trying to write a quick 2D engine in XNA. I think I've laid the proper groundwork for registering and updating ...
-1
votes
1answer
281 views

What engines and tools do high end games use?

First of all, I am a beginner developer so please don't get me wrong. I just want to know what programs do high end games use. By high end I mean games that me and you would buy, say Splinter Cell, ...
2
votes
3answers
2k views

Using SQL for a Realtime Multiplayer Game Server's Working Data (Fast Enough?)

The game I'm working on currently has a Client in Flash AS3, and a Server in C# (multithreaded). Currently I use mySQL to handle logins (Raw access: no middleman for accessing the database) which ...
2
votes
3answers
641 views

Design pattern on class level, how to do separation of concerns through mvc or alike?

Say i had a Monster class public class Monster { } Now this class has a set of properties like int health int speed int weaponDamage which details the core information about the monster. in ...
5
votes
1answer
639 views

Separating Sprites from Models with PyGame

So I'm trying to code a game using the Model-View-Controller pattern, and therefore have a need to separate the models for my game objects with their sprite representations. The problem that I'm ...
13
votes
3answers
1k views

Avoiding singleton pattern for Event Scheduler?

I want to make an Event scheduler for my Game, I basically want to be able to schedule the triggering of a Game Event. This can be a one time trigger, or a periodic trigger (trigger event ...
16
votes
4answers
1k views

Game engine: a decent way, architecture-wise, to implement scripting support?

I am developing a simple game engine (in C#, if it matters), and I can't think of a decent enough way to implement scripting in terms of architecture. It's a simple turn-based strategy with custom, ...
8
votes
2answers
418 views

Manage a large number of independent actors in real-time

I am working on a large scale real-time strategy game - ideally with thousands of units active at once - but I am having trouble managing all of the units at once without it becoming astonishingly ...
4
votes
2answers
1k views

Container classes in tile-based games.

I've recently begun working on a tile-based tactical game, and I have questions regarding a couple of key moments. Is it feasible to organize the tilemap as an array of containers, which can hold the ...
11
votes
3answers
681 views

I want to get rid of my make-everything-static-and-global design pattern, but how?

I'm making a little dungeon crawler in space, and I'd like to hear some advice on how to make the backend of the engine nicer. Basically, currently everything is based on a crapload of managers: ...
8
votes
3answers
640 views

I would like to know how an OpenGL driver will be implemented to learn opengl internals?

I'm learning OpenGL and really like to know how the interaction with the Graphics card will be. I feel understanding how it was implemented in the Graphics driver, will let me know complete internals ...
3
votes
1answer
442 views

Engine Design for Rendering Reflections

I have a very simple game engine. A GameObjectManager stores a collection of all the GameObjects. When I want to render, I just call GameObjectManager.render() from the rendering context. This works ...
0
votes
2answers
329 views

Obtaining a certain type of object with component based design

I'm trying to design my game to be component based rather than overly hierarchical. Essentially, every high level object in the game (like gun, or whatever) inherits and implements the interfaces that ...
6
votes
3answers
456 views

How can I have my game engine track player history?

I'm in the very early stages of designing a browser-based text RPG. The project is basically just something I'm doing for fun and as a learning experience. I'm starting to wrap my head around the ...
3
votes
1answer
547 views

Organizing platformer game into classes

I'm making a platformer game and I'm having some trouble wrapping my head around how to organize my classes. I'm wondering what the best way to have everything interact would be without passing ...
10
votes
2answers
425 views

Should the engine for an eventual web-based game start as a web-service?

I've recently decided to start writing an engine for a card game. I'm not a big "cards" player, but a friend introduced me to the game (it's a spin on the game Danish), and I fell in love. I want to ...
5
votes
3answers
790 views

Game Classes design

I'm trying to create a simple 2D sprite game. The problem I'm having now is how to design my game. I was thinking of using a Sprite class that will be my base class for all the different types of ...
2
votes
1answer
1k views

N64 SDK and Coding

Recently I've been looking into developing games for N64 emulators and modding existing ROMs and I wanted to know if there are any tools out there which can be used to write the code for the emulators ...
2
votes
2answers
588 views

2D AI Engines/ Resources?

i'm wondering if there's any 2D AI source code or engines out there. I'm inspired by the Euphoria engine, and want to use whatever is already out there to make something like it in 2D, where the ...
4
votes
2answers
631 views

Material vs Material Pass

I am trying to figure out the difference between a "Material" and a "Material Pass" (in theory). Is it basically that a Material will have multiple "Material Pass"'es, along with a name. Then the ...
-5
votes
2answers
452 views

Is it possible to integrate Action Script 3.0 with Java Script and PHP for an online browser game?

My client wants a browser based online game, languages which are known to me are Java Script PHP and Action Script and also My Sql. Game is quite like Farmvile as far as functionality is concerned.I ...
22
votes
4answers
2k views

Appropriate level of granularity for component-based architecture

I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
4
votes
2answers
273 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 ( ...
6
votes
2answers
2k views

MMO architecture - Highly Scalable with Reporting capabilities

A friend of mine is asking me to help out on a project of his, I have done a small amount of game development before, but mainly do application and enterprise development these days. He is asking me ...
8
votes
1answer
737 views

Which 3D file format should my engine use if I don't want to have to change it later?

Is there a de facto format for exporting a 3D model from modeling software to a game engine? I know it varies by engine and situation, but what is the general idea that comes to a skilled game ...
9
votes
3answers
1k views

Best way to manage in-game events?

I'm working on a game where some in-game events need to happen once in a while. A nice example would be a tutorial. You start the game, and at several points in the game an event occurs: You ...
1
vote
1answer
676 views

Game State / Screen Management

What's the best way to handle game states / screens? My problem is this: PlayGameScreen adds a new InventoryGameScreen to the game during it's update. This immediately adds InventoryGameScreen to ...
7
votes
4answers
800 views

Any learning/studying material for C/C++ that use game programming as learning context out there?

As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am ...
0
votes
2answers
284 views

Question on methods in Object Oriented Programming [closed]

I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it ...
28
votes
3answers
2k 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 ...
25
votes
5answers
2k views

Doing powerups in a component-based system

I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn ...
4
votes
6answers
774 views

Is dynamic casting Entities A good design?

For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A ...