Tagged Questions

Engine-design related questions. How code is structured.

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4
votes
1answer
770 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 ...
11
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) ...
20
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
10k 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
13k 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
2k 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
973 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
348 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
513 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
640 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
796 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
246 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
434 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 ...
7
votes
1answer
716 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
281 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 ...
13
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
400 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
663 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 ...
60
votes
11answers
7k 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
478 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 ...
1
vote
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
944 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
666 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
776 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
270 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 ...
12
votes
1answer
1k 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
3k 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
586 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 ...
17
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
957 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
765 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
631 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
930 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
456 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 ...
13
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 ...