Engine-design related questions. How code is structured.

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4
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3answers
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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
136 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
961 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?
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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
320 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
8answers
2k views

Best resources to learn Game Development from a Java background? [closed]

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 ...
18
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
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7answers
775 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
334 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
2k 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
689 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
954 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
373 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
9k 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 ...
10
votes
4answers
711 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
1k 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
3k 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
756 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
4k 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) ...
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votes
6answers
3k 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
9k 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 ...
11
votes
3answers
12k 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
1k 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
3k 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
953 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
344 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
509 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 ...
7
votes
2answers
639 views

Collision Systems Implementation

Just curious what might be a good way to implement a decent collision system. As a class inherited by a base Entity class? Currently I'm stuck and could just use a couple better ideas than my own. ...
10
votes
4answers
1k 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 ...
1
vote
2answers
782 views

Robust Architecture for Flash Games?

What's a good architecture for Flash games? I've read that MVC is great, with symbols just used purely for views (set states, use the class to manage which state/frame to show). I would presumably ...
3
votes
2answers
245 views

Architecture for Versioned Save Data

We're working on an iOS game that we plan on having several content updates for. It's a story type game with lots of little flags when things have been accomplished and such. There is also an ...
7
votes
2answers
431 views

Has Silverlight got a future in the online Game world? [closed]

We have spent several months planning, testing and developing a new game. We have been trialing a host of Platforms (Java Applet, Desktop Via XNA, Flash etc) and Silverlight was pretty much our ...
6
votes
1answer
704 views

Net code: What are your expected and max latency and packet loss targets?

When doing the net code for a video game what sort of latency targets and packet loss rates do you design around? To be more specific I have my net code working local network only at the moment. I ...
6
votes
2answers
277 views

Are there existing software frameworks for traditional “Roll dice and move pawn” boardgames?

I am looking for a library or framework for creating software versions Roll and Move board games -- games where the basic play centers around players rolling a dice and advancing a pawn along a path. ...
4
votes
3answers
361 views

How to control the list of items on the screen?

I am an experienced app developer (c#) however I am just looking at starting 2d game development. I have read some articles and understand the concept of the gaming loop controlling the application ...
12
votes
4answers
1k views

Calculating the output of two armies fighting

I am programming a strategic game using Flash. The game works very similar to the famous game "Travian". My problem is as follows: I am trying to make the calculation of the troops lost as a result ...
1
vote
2answers
386 views

Game architecture for someone with a background in LOB Apps

I've got a background that is almost entirely based around business applications - Web services, schedulers, desktop and web front-ends to CRM systems, etc... Now with almost all of the above ...
3
votes
2answers
649 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 ...