Engine-design related questions. How code is structured.

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2
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5answers
1k views

How should I implement side-scrolling level design?

I'm working on a college project using the educational Java framework Greenfoot, and as stated above we're making an r-type clone. I've been looking at using an array of strings to populate the ...
-3
votes
2answers
1k views

Where can i find tutoral for Designing building in 3dsmax [closed]

I have searched various tutorials for 3ds max. They only show simple house apartment and that too not compelete. Is there any online company which have tutorial set for complete building design from ...
3
votes
2answers
218 views

Which of these two particle generator lifetime management techniques is better?

What would be better: An explosion class which gets created when needed, does it's stuff, then is deleted. (one instance per explosion) An explosion class which persists through the whole game, and ...
3
votes
4answers
357 views

Which of these two approaches to particle generator design is preferable?

What is a better idea for a particle generator (bearing in mind the intention to instance the draws to all the particles in the future)? A particle emitter that maintains its own list of particles ...
2
votes
3answers
2k views

Building an XNA Game Engine: Loading Sprites outside of LoadContent()

I'd like to build an engine in XNA, primarily for a 2D RPG. At first, I began abstracting out some classes and built a Sprite class which wrapped a Vector2 and a Texture2D, and tried loading in ...
3
votes
2answers
368 views

How can I improve this architecture?

In a roguelike I'm developing in Ruby, I started with a traditional object hierarchy where all game logic relevant to creatures were contained in the Creature class. Movement logic, for example: ...
1
vote
1answer
144 views

3D Location Handling

I am thinking about making a simulator type game that will involve having lots of small objects in a 3D space. What is the typical solution for handling these objects? The first thing that comes to ...
4
votes
1answer
1k views

How can I create an orthographic display that handles different screen dimensions?

I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a ...
7
votes
1answer
799 views

2d, Top-down map with different levels

So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The ...
3
votes
3answers
590 views

State Changes in a Component Based Architecture [closed]

I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the ...
12
votes
2answers
1k views

Could I be going crazy with Event Handlers? Am I going the “wrong way” with my design?

I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen ...
5
votes
1answer
818 views

Merging adjacent cubes into large ones

I am currently working on a basic minecraft like game. I have a list of coordinates using which i render instances of a cube model. To optimize my rendering, i need to merge similar adjacent cubes ...
-2
votes
2answers
137 views

Should collision sounds and UI responses be deferred or processed immediately?

When checking for collisions between entities, should you play a collision sound immediately on discovering a collision or queue every collision and process the sounds later? Similarly for user user ...
2
votes
1answer
1k views

(Abstract) Game engine design

I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with ...
13
votes
6answers
4k views

Game Components, Game Managers and Object Properties

I'm trying to get my head around component based entity design. My first step was to create various components that could be added to an object. For every component type i had a manager, which would ...
5
votes
3answers
2k views

How to Effectively Create Bullet Patterns

I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see ...
7
votes
3answers
342 views

How to design a separated tutorial mode?

I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and ...
6
votes
1answer
445 views

First Steps. Windows Phone game development

I'm pretty new in game development. Have a couple ideas wich could be cool. First that comes to mind is to develop a 2D game (kinda puzzles) for Windows Phone Mango. You may ask: "Why Windows Phone?". ...
11
votes
3answers
8k views

Best solution for multiplayer realtime Android game [closed]

I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition ...
1
vote
3answers
166 views

Changing game object type: reinstantiating the object, or switching an object state

I work on a strategy game, where the player occasionally has to transform ordinary citizens into the so called "leaders". Leaders are temporary units, which the player can control directly, in order ...
9
votes
3answers
652 views

How often to update a Game Client about the World?

Using socket.io, I have a communication similar to that of other MMORPGs, a steady connection with messages. In my design so far, the client sends the player's position and animation frame with every ...
9
votes
1answer
913 views

Am I on the right track with this component architecture?

I've recently decided to revamp my game architecture to get rid of deep class hierarchies and replace them with configurable components. The first hierarchy I'm replacing is the Item hierarchy and I ...
6
votes
1answer
508 views

What structure is best used to model maps for games like Bard's Tale / Dungeon Hack?

I would like to create or use an existing JavaScript engine to build a game in the spirit of Dungeon Hack, Eye of the Beholder and older Might & Magic games. Going off my memory playing these ...
2
votes
2answers
479 views

How do I design a game framework for fast reaction to user input?

I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've ...
3
votes
3answers
682 views

Why large builder classes rather than separate clases in component-based entity systems?

I was reading about component-based entity systems and I was wondering why there is usually a large EntityBuilder class with methods like CreatePlayer(), CreateEnemySpaceship(), and CreatePowerup(), ...
10
votes
5answers
3k views

How to properly handle collision in a component-based game?

Trying to wrap my head around the ways to properly handle collision in a game designed around components. I see many examples have some sort of PhysicsComponent that gets added to the entity's list ...
9
votes
2answers
2k views

What's the difference between XNA Game Services and glorified global variables?

The Microsoft.Xna.Framework.Game class has a Services property that allows the programmer to add a service to their game by providing the type of the class and an instance of the class to the Add ...
7
votes
4answers
870 views

How can I improve this enemy database implementation?

I'm developing an RPG and I'm at the point where I need to start building an enemy database. There's a couple challenges associated with this and a few solutions I've been considering. Here's what I ...
1
vote
1answer
624 views

Is my technique for client-side character movement in an MMORPG reasonable?

I started an MMORPG game, and I can already make a character move around the map and see other characters. But I have doubts about my architecture. I have a loop which, every x milliseconds, request ...
3
votes
2answers
339 views

Starting a Game Dev Incubator - Engines to Start With?

I'm currently in the process of developing a technology incubator in my region to cater to game development professionals and aspiring devs and I'm curious about what engines are best to use, with ...
7
votes
2answers
934 views

Is Domain Driven Design good for games?

I've just read about Domain models and it enlightened me since I've been developing a game that has a class which only holds data (few behaviors/methods). I assigned the job of handling these classes ...
11
votes
2answers
2k views

Is this the right architecture for our MMORPG mobile game?

These days I am trying to design architecture of a new MMORPG mobile game for my company. This game is similar to Mafia Wars, iMobsters, or RISK. Basic idea is to prepare an army to battle your ...
4
votes
2answers
853 views

How do I store Items in MySQL?

I'm working to my first game containing items (built a small one before, strategy type but not very complicated). I was thinking something like this for the db design since it will be almost the same ...
4
votes
2answers
289 views

Writing a wrapper vs not writting a wrapper?

So the question is I am going to use Ogre3D as the rendering engine for our 3D software, I am not sure if I need to use the engine as it is vs writing a wrapper for the parts I want to use, what are ...
19
votes
2answers
1k views

If “ResourceManager” classes are considered bad, what are the alternatives?

I'm hearing conflicting opinions such as: "Dedicated Manager classes are almost never the right engineering tool" "Dedicated Manager classes are (currently) the best way to survive a large project ...
2
votes
3answers
1k views

Question about “Entity System” design

I am developing a top down 'thing' in SFML and C++ and was wondering about how best to handle so called Entities in my game. An entity, for example is defined by me as an object in-game, such as a ...
6
votes
4answers
701 views

How should I go about abstracting away the graphics device?

I would like to be able to move my game from using a XNA graphics device to possibly an OpenGL device in the future. So I'd like to have a somewhat abstract interface to submit polygons to. Its ok if ...
1
vote
2answers
621 views

Enemy class architecture

I'm developing a game for Android in Java. I would like to know how a good Enemy class architecture could be implemented. I've created an abstract class called Enemy. It stores common properties like ...
8
votes
9answers
5k views

What's a good Open Source game to learn from?

I want to download the source code of an Open Source game, so I can get familiar with game architecture. Does any one know of a game with source code that's legible, and easily understandable? Edit: ...
24
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
409 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
221 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
330 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
435 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 ...
5
votes
2answers
778 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 ...
10
votes
2answers
571 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
457 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 ...