Engine-design related questions. How code is structured.

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7
votes
4answers
813 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
793 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 ...
17
votes
2answers
3k views

How are physics or graphics components typically built in a component-oriented system?

I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
7
votes
3answers
2k views

Role of an entity state in a component based system?

Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what ...
3
votes
4answers
363 views

Software Design/Modelling method and tool for games?

I've heard that UML is a great modelling language for software design. However, for software, such as game, that will certainly encounter major changes during the development, I doubt that UML will ...
7
votes
3answers
451 views

Where does the Framework (XNA) end and the API (DX) begin?

I have read alot of interesting questions asking about XNA vs. OpenTK vs. SlimDX vs. OpenGL vs. DX, and while it is really useful to get others general impressions from 100s of hours using these ...
4
votes
2answers
1k views

Implementing a 3d tile engine

I have a pretty decent experience with tile based 2d games and I would like to try to create a mixed 3d-2d game. To 3d elements will be very simple (ground, walls and water), all other elements will ...
6
votes
3answers
562 views

Trophies programming design pattern

What design pattern is best for implementing trophies in a game? I am not a games developer, but is it easy for each player's action to check and update conditions that satisfy 50-100 trophies at any ...
-4
votes
2answers
810 views

Is this design a service locator design pattern?

I was reading what a service locator pattern is from this article, and now I'm just wondering if I merge service and locator classes is it still a service locator pattern or not? And if not, do you ...
10
votes
5answers
803 views

Nested input in an event-driven system

I am using an event-based input handling system with events and delegates. An example: InputHander.AddEvent(Keys.LeftArrow, player.MoveLeft); //Very simplified code However, I started wondering ...
6
votes
6answers
952 views

video card architecture

Can anyone point me to some information on what a modern video card architecture looks like? I'm particularly interested in understanding how my rendering engine will be executed by the GPU. Ideally, ...
0
votes
1answer
563 views

How to manage game components and their attributes?

Currently I am working with cocos2d for the iPhone. I want to make my game structured and consequential. How to manage all the game components? What do I mean with game components? A game component ...
15
votes
2answers
1k 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 ...
4
votes
1answer
566 views

Communication between objects in games?

I want to make a simple game where I have some characters fighting on a plane (level). I find the trickiest part as figuring out who should do what here. I want my terrain to have friction (so you ...
2
votes
3answers
1k views

Pub/Sub or message passing in multiplayer server backend?

For my masters thesis I'm going to develop a scalable multiplayer server for locationbased games. It's going to be a "service oriented architecture" e.g. one dedicated service for positions, one for ...
15
votes
2answers
2k views

Advice on game architecture/design patterns

I've been working on a 2d RPG for awhile now, and I've come to realize I've made some bad design decisions. Theres a few things in particular that are causing me problems, so I was wondering what sort ...
3
votes
4answers
571 views

Who controls my player's movement?

In my game, does my player object control the movement, or does the map object control it? (Or some other object?) The player doesn't know about the map's contents to stop at solids, interact with ...
5
votes
6answers
2k views

Making classes available to others

I'm currently working on a 2D game engine in XNA, and I am very interested in architecture, and how best to let my game objects communicate. I know a lot of people use a Singleton design but I ...
1
vote
4answers
358 views

Best way to create bullet-proof counter

I am building a gaming system where many players can play together some sort of table game. There could be hundreds of game tables at the same time. The system consists of several components where ...
-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
337 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 ...
21
votes
6answers
5k views

What designs are there for a component based entity system that are user friendly but still flexible?

I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
6
votes
1answer
2k views

Developing a card game framework

What sort of design patterns and ideas might one use to build a somewhat general purpose card game framework? This stems from I made an attempt to build a clone of the popular Steve Jackson game ...
1
vote
3answers
981 views

MySql Database design for Facebook game

I'm at the planning stages for a facebook game, it will be similar to farmville, but will feature parks. I've been a Flash game dev for many years but all this database stuff is new to me so I'm ...
8
votes
2answers
864 views

How to manage all the NPC/AI objects on the server?

I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies. Was ...
3
votes
2answers
705 views

How to store character moves (sprite animations)?

So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array ...
6
votes
4answers
1k views

MVC or Components, or both?

I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
8
votes
4answers
869 views

Loading data for an RPG

I'm creating a small text RPG as a way to practice python and I'm running into a question about how to load data. The game is a wild west game, though that isn't too relevant, and I need to store ...
9
votes
3answers
19k views

Writing Game Engine from scratch with OpenGL [closed]

I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good ...
5
votes
1answer
361 views

Internal Game Organization [closed]

I've been trying to make various sorts of games throughout the past few months, I've had several false starts (currently using python + pygame). I find that what happens is that I get a first pass of ...
2
votes
3answers
672 views

Game World structure in classes

I am developing 2D game in java, and I want some basic in-game scripting (spawn enemy, spawn item, change enemies properties). What I don't know is, how to divide the game world, to easily work with ...
3
votes
2answers
744 views

Efficient player state architecture in Google App Engine

I am investigating Google App Engine for use in a browser based MMO. The player will make a server request when ever they build, buy or do any other action that the server needs to process. Therefore ...
8
votes
2answers
3k views

Information on seamless MMO server architecture

I'm looking for any material on seamless MMO servers! I do have a few articles in the "Massively Multiplayer Game Development" books and "Game Programming Gems 5." Has anyone experience on that topic ...
3
votes
2answers
374 views

Where should input be used?

I'm working on an input system (in C#) and now I'm wondering, what is the best place to put input functionality? Currently what I was coding was a bunch of delegates which act as callbacks (i.e. ...
6
votes
5answers
1k views

What is Java missing that might make it difficult to develop fully-featured 2D games?

Without using any external libraries, does Java, including all officially supported APIs give you enough to develop fully-featured 2D games? The reason I ask is that I hear a lot of "bad-mouthing" ...
2
votes
4answers
822 views

Creating a database with special items, like in Diablo

I am in the middle of creating a browser game. I need to add 'special items' like in Diablo, but simpler. Item names are fixed (e.g. 'ring of power'), so only their attributes change. In my game ...
3
votes
2answers
1k views

What are the basics in game architecture? How do you create your game skeleton such that it doesn't stay in your way?

There must be some best practices on how you create your game architecture/skeleton. One of the best resources that I found is: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ My ...
10
votes
6answers
892 views

Is it a bad idea to have Game1 static in XNA?

Is it a really bad idea to have my Game1 class as static? As at the moment in my Game1 class I have a class called TileHandler which handles everything to do with my current set of tiles, and ...
20
votes
4answers
847 views

How to implement a never-rebooting test world?

Am looking for ideas on how to do the following: I want to write a simple "world" in Java. One which I could start and then add new objects later at a later date to simulate/observe different ...
2
votes
1answer
382 views

Handling User Input with Simple Hit Test

Currently in my project, the way I handle user input events is through the OS Framework, then create a generic object - basically combines all types of input: keyboard, mouse, touch, trackball, etc. ...
0
votes
1answer
363 views

Associating materials and primitive

I'm trying to find a way of setting any kind of material class on any kind of primitive class (all the material classes have a base material class, same goes for the primitive classes). What I mean ...
7
votes
5answers
3k views

How to handle netcode?

I'm interested in evaluating the different ways that the netcode can "hook into" a game engine. I am designing a multiplayer game now, and so far I have determined that I need to (at the very least) ...
6
votes
2answers
469 views

How does flash store (represent) movieclips and sprites?

When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using ...
3
votes
1answer
289 views

Looking for literature about graphics pipeline optimization

I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found ...
4
votes
0answers
535 views

MVC? patterns for game development? [duplicate]

Possible Duplicate: MVC-like compartmentalization in games? I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct ...
8
votes
2answers
925 views

Structuring game world entities and their rendering objects [duplicate]

I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough ...
3
votes
3answers
147 views

What kind of skills are required to work in a content pipeline department in a high level role

I'm looking more for high level role such as producer/manager of the group making the tools for a content pipeline. This would be for a large AAA studio. Also what kinds of tools are they creating?