Engine-design related questions. How code is structured.

learn more… | top users | synonyms (2)

7
votes
2answers
630 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
762 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
241 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
429 views

Has Silverlight got a future in the online Game world?

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
692 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
271 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
358 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
378 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
631 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 ...
59
votes
11answers
6k views

How to design a replay system

So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a ...
1
vote
4answers
466 views

Is semantic games a good idea?

I wish to address the low re-usability of game technology (at least provide a theoretical solution). I'm considering an approach using a semantic game format, effectively decoupling the story and ...
15
votes
3answers
4k views

Finite state machine in C++

So, I've read a lot about using FSMs to do game state management, things like what an FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing ...
0
votes
1answer
2k views

Where can I learn 2D game architecture [duplicate]

Possible Duplicate: Good resources for learning about game architecture? I know that game architecture can vary greatly, especially with the type of game being built, but I know that there ...
4
votes
2answers
923 views

Multiplayer architecture in games like Diablo 2

So I've been wondering, what kind of architecture would games like world of warcraft, diablo 2 (which is most probably a different beast than WoW) use? As far as I know, RTS games state-syncs every ...
9
votes
3answers
645 views

What pattern is this, and should I do it?

I'm making a game in as3 using flash develop and flash cs5. Everything is object oriented. I was wondering, should I have one "gateway" class that has a property-reference to all instantiations of ...
18
votes
3answers
723 views

Do I, and how, separate the concerns of input and game objects?

In probably every game a developer has to somehow deal with input, may it be simple keyboard and mouse events, touch events or something as accelerometer input. This input directly of indirectly ...
4
votes
2answers
266 views

Should I store game settings in my game data class?

I'm working on a small-ish 2d fixed shoot 'em up for iPhone. I have a master Game object that stores lives, score, current level, etc... The game will have some other persistent attributes like ...
9
votes
1answer
692 views

Why is is so hard to develop a game console emulator?

I have always found emulators rather fascinating. I would seriously like to create an emulator for an older ganeration console or handheld. It would help me gain a greater appreciation of the hardware ...
14
votes
4answers
2k views

Alternatives to Singletons / globals

I've heard countless times about the pitfalls of Singletons / globals, and I understand why they're so often frowned upon. What I don't understand is what the elegant, non-messy alternative is. It ...
4
votes
2answers
513 views

Server-client communication: Quick and verbose or involved and compact?

TL;DR: Does the short development time required for HTTP/XML offset its size issues compared to developing a custom protocol? As some of you might have divined; I'm currently working on a turn-based ...
16
votes
5answers
3k views

noSQL - Is it a valid option for web based game? [closed]

Out of an opportunity and boredom, a friend and I decided to make a web based game. This is the first 'game' I will be making, since usually I program web apps in django. I've opted to use the same ...
10
votes
11answers
1k views

How to model multiple “uses” (e.g. weapon) for usable-inventory/object/items (e.g. katana) within a relational database

So I'm working on expanding the uses of items over at www.ninjawars.net, and I'm not exactly sure how to represent them flexibly in the relational database that we use. I may be barking up the wrong ...
8
votes
5answers
934 views

Managing multiple references of the same game entity in different places using IDs

I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities ...
9
votes
3answers
717 views

Using “friend” classes in game development

Typically in C++ game development speed is valued over encapsulation, you therefore see a ton of publicly accessible class members which really shouldn't be public. I seem to find in most cases that ...
7
votes
1answer
1k views

In XNA, should I use the built-in game component classes?

I'm just getting started on an XNA game for Window Phone 7. For my Flash games I have my own framework that I was just going to port from AS3, but I have just found the built-in game component stuff ...
25
votes
3answers
1k views

What can cause ALT-TAB to be 'annoying'/slow/glitchy?

This is more of an open ended question, but I hope to get some good insight on how to avoid the issue. When playing Games on Windows, I might want to ALT-TAB out of it. Some games have no problems, ...
6
votes
5answers
611 views

How should I isolate game entities with their concrete Drawable components (in C#)?

I've designed my game entities using a common pattern of separating the entity from its components. In my case, I've used the Strategy pattern to give each of my entities an IDrawable component. I ...
11
votes
2answers
825 views

What are effective strategies for a small game development team? [closed]

What are language/platform-agnostic best practices for a small game development team of intermediate to advanced developers? High-level strategies (as well as suggestions in terms of frameworks, ...
16
votes
6answers
9k views

How do I build a 2D physics engine? [closed]

The most advanced games I've made are a 8-ball pool game made with the physics engine Box2dFlashAS3 and a platform game with levels. When I did platform games, I've always wished to know how to make ...
11
votes
1answer
2k views

Register Game Object Components in Game Subsystems? (Component-based Game Object design)

I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains ...
8
votes
4answers
454 views

What's the best practice to have NPC enemies taking cover in an FPS game?

My question is about the data structure (and logical way to use this structure) behind this type of comportment of NPC enemy : How does he computes the place where he can take cover when the player is ...
1
vote
3answers
1k views

Game state sharing data

A game is a set of Game States. Each Game State contains game objects, may be list, may be scene graph or any other data structure. We can use Game States as Game Locations, too. How do you share ...
11
votes
4answers
2k views

How can I design an effective game object interaction scheme with a component-based architecture?

This is a design question... I'm sure this could be generalized more, but I'm having a hard time with it. I am wondering about design for game object interactions - here is my example (2D ...
19
votes
2answers
2k views

Component-Based System online resources

I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little ...
4
votes
3answers
925 views

Deal with mini states in game

Hi :) I want to ask what is the best way to deal with "mini-states" in game? For example I making game like Simcity, i can build buildings, roads, rails, or I can change something in economy. I am ...
4
votes
5answers
1k views

What is the best approach to resource management in game design?

I studied computer engineering before but have been lagging in the technical aspects as of late. Seeing as I think it would be to my advantage as a designer to understand how resources are used and ...
111
votes
8answers
18k views

Why are MVC & TDD not employed more in game architecture?

I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at ...
22
votes
4answers
1k views

Architecture a for a central renderer rather than self-rendering [duplicate]

For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything. I'm currently aiming for the second idea, for ...
30
votes
7answers
2k views

Elegant way to simulate large amounts of entities within a game world

Assume you have a game in which there are many (many many) entities serving some functions, not all of which are constantly needed or need to be considered in every frame. The concrete problem I am ...
11
votes
5answers
3k views

Keyboard input system handling

Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm ...
9
votes
2answers
671 views

Should the content pipeline tools be embedded in the engine?

How minimal should a games engine be? How much of the content pipeline should be embedded in the engine? Some use cases where the super engine might be useful: When loading user content, the user ...
20
votes
4answers
2k views

How to design a game's software such that it is easy to unit test?

Is it practical to use a testing framework like JUnit in a game development situation? What sort of design considerations can you follow in order to make your game more testable? What parts of a game ...
16
votes
5answers
786 views

Getting It Done vs Solid Software Design?

With barely enough time at our hands to complete the games we craft, how can you strike a good balance between solid software architecture and making good progress to get it all done? My personal ...
4
votes
2answers
1k views

Simple scene graph in 2D, without matrices?

First of all, I think I roughly know how a scene graph works. Please correct me if I'm wrong. It is a tree based structure, with each branch/leaf being a node. It means you can better organise ...
3
votes
8answers
1k views

What is today's target platform?

The question came randomly and I think it will really help to know from everyone's experience. It all started from this article on gamedev.net ...
13
votes
3answers
2k views

Tips for implementing MMO quest mechanics?

What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...
7
votes
3answers
654 views

Storing game objects in multiple containers

In the light of DRY, it seems desirable to store a collection of related game objects in one container only. However, one might need sub-collections of these objects in various contexts. It might be ...
28
votes
10answers
4k views

Alternative to Game State System?

As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", ...