Engine-design related questions. How code is structured.

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2
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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
591 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
360 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
339 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
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1answer
3k 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
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3answers
1k 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
915 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
734 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
890 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
20k 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
363 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
694 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
756 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
376 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
857 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
922 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
864 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
387 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
391 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
475 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
296 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
537 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
975 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
148 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
3answers
853 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
466 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
6k 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
138 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
1k 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
2k 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
321 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
4k 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
799 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
337 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
746 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 ...
16
votes
5answers
1k 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
391 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 ...