Engine-design related questions. How code is structured.

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20
votes
4answers
816 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
378 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
325 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 ...
5
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
464 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
281 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
532 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
844 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?
4
votes
2answers
756 views

Question about separating game core engine from game graphics engine

Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea ...
2
votes
2answers
455 views

Push or Pull Input Data In the Game Logic?

In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to ...
4
votes
3answers
5k views

Server-side Architecture for Online Game

basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the ...
8
votes
1answer
134 views

Broad topics needed for teaching game development

I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is ...
17
votes
3answers
840 views

How to create a Ghost Replay feature in a game?

When you set a personal best lap time in a console racing game, you have the option to compete against your ghost. How can this feature be created for a single player casual type game?
0
votes
3answers
1k views

Multiplayer game communication framework for mac/ios

(Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer ...
5
votes
5answers
314 views

Leveraging Code Across Platforms in Ever Bigger Games

Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this ...
8
votes
6answers
1k views

Best resources to learn Game Development from a Java background?

I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody ...
3
votes
3answers
1k views

Facebook Game database design

I'm currently develop a facebook mafia like PHP game(of course, a light weight version), here is a simplify database(MySQL) of the game id-a <int3> <for index> uid ...
16
votes
4answers
3k views

How to implement behavior in a component-based game architecture?

I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can ...
11
votes
7answers
758 views

Low coupling and tight cohesion

Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level ...
0
votes
1answer
329 views

What kind of data structure should I use for a resource container?

I am curious what kind of container would be the best choice for a resource container. BTree, binary search tree or something else? What like is the priority of the operations over it? So best ...
4
votes
4answers
1k views

One True Event Loop

Simple programs that collect data from only one system need only one (blocking) event loop. For example, Windows applications have the message loop, POSIX network programs usually have a ...
31
votes
9answers
2k views

Starting from Scratch - Is it a Mistake if I re-invent the wheel?

Usually whenever I want to start a game, I will think to have a good basic architecture for rendering and better game loop from scratch. I usually don't want to use existing engines. The reason behind ...
3
votes
1answer
637 views

Keeping game model and graphics/animation separate but in sync

Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to ...
15
votes
5answers
901 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 ...
6
votes
1answer
362 views

What are the benefits of designing a KeyBinding relay?

The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or ...
21
votes
4answers
8k views

How to design a game engine in an object-oriented language? [closed]

Whenever I try and write a game in any object-oriented language, the first problem I always face (after thinking about what kind of game to write) is how to design the engine. Even if I'm using ...
0
votes
1answer
1k views

Looking for architectures to develop massive multiplayer game server

Hello all Where can I find architectures and examples of building massive multiplayer game server Does the does the concept of building it on top of libenevt is right ? or I need to think more on ...
9
votes
4answers
648 views

Implementing match-making & community system for multiplayer games

These days, games often have multiplayer portals with chat channels & match making system for the multiplayer aspects of the game. An example would be battle.net, magic the gathering online's ...
5
votes
2answers
988 views

Java game design question (graphical objects)

I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ...
7
votes
2answers
2k views

What should be contained in a game scene graph?

Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state ...
7
votes
3answers
1k views

Scene Graph as Object Container?

Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector<> for ...
15
votes
3answers
2k views

Dynamic Memory Allocation and Memory Management

In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default ...
4
votes
2answers
1k views

How can I traverse a scene graph and hit only nodes in the view frustum?

Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device ...
9
votes
1answer
2k views

Separating physics and game logic from UI code

I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in ...
4
votes
1answer
734 views

Improving first person camera and implementing third person camera

I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view. My current setup: draw():: glPushMatrix(); ...
5
votes
6answers
2k views

How to implement a component based system for items in a web game

Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the ...
10
votes
1answer
5k views

How to apply Data Oriented Design with Object Oriented Programming?

I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking ...
9
votes
3answers
2k views

Creating Entity as an aggregation

I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...
7
votes
4answers
3k views

Per-Frame Function Calls versus Event Driven Messaging in Game Design

The traditional game design, as I know it, uses polymorphism and virtual functions to update game objects states. In other words, the same set of virtual functions are called in regular(ex: per-frame) ...
19
votes
6answers
2k views

Is Test Driven Development viable in game development?

As being Scrum certified, I tend to prone for Agile methodologies while developping a system, and even use some canvas from the Scrum framework to manage my day-to-day work. Besides, I am wondering ...
43
votes
8answers
8k views

Event-driven Communication in a Game Engine: Yes or No?

I am reading Game Coding Complete and the author recommends Event Driven communication among game objects and modules. Basically, all living game actors should communicate with the key modules ...
12
votes
3answers
11k views

MVC (Model-View-Controller) Game Engine Architecture - Yes or No?

I am reading one great book, Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), and that book strongly ...
8
votes
3answers
995 views

Android threads trouble wrapping my head around design

I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I ...
5
votes
2answers
1k views

Implementing my Entity System. Questions about some problems I have found

Well during this week I have deciding about implementation of my entity system. It is a big topic so it has been difficult to take one option from the whole. This has been my decision: 1) I don't ...
4
votes
2answers
1k views

RPG Item processing

I started working on an item system for my (first) game, and I'm having a problem conceptualizing how it should work. Since Items can produce a bunch of potentially non-standard actions (revive a ...
6
votes
1answer
2k views

Entity system in Lua, communication with C++ and level editor. Need advice

I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being ...
8
votes
4answers
932 views

“Time Control” in a 2d Platformer

I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I ...
9
votes
3answers
331 views

Is it a good idea to simplify a character-driven game engine to the point where it's unnecessary to learn scripting/programming?

I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design ...
3
votes
1answer
505 views

Online architecture guide

I am a newbie in gamedev, and I don't know about programmer's problems that can appear during development. So can you advice me some best practice for starting build new online multi-player game ...