Engine-design related questions. How code is structured.

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4
votes
3answers
2k views

Player sprite animation in 2D platform game

It's pretty easy to get animations rolling from a sprite sheet. Though which ways there are on combining the animations with player dynamics and motion? I've figured there's two starting points ...
9
votes
2answers
518 views

What role does developing with events have in games?

Most application development is based around developing with events, but considering the game-loop style of developing games and the (often) need for high performance/throughput, what role does ...
88
votes
9answers
10k views

Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: ...
41
votes
7answers
3k views

How can I set up a flexible framework for handling achievements?

Specifically, what is the best way to implement an achievement system flexible enough to handle going beyond simple statistics-driven achievements such as "kill x enemies." I'm looking for something ...
9
votes
4answers
299 views

Same game logic on two seperate graphics libraries

What code philosophy/structure of abstraction/program design would allow a game to be used with both 2D and 3D graphics (seperately) WITHOUT having to re-code the Game logic? We're talking taking ...
10
votes
3answers
385 views

64-bit platform for game?

until now I've seen that many games are still compiled in 32-bit architecture although nearly 50% of current windows users are on 64-bit O/S? why is it? if the reason is for getting larger audience ...
10
votes
5answers
1k views

Cross platform low level graphic API

When creating a system abstraction is better to have the platform different APIs hidden by a common interface at the lowest level that makes sense. Taking in account the different modern (with no ...
5
votes
2answers
262 views

How to handle game states for a 1/2-player game?

I'm developing a little simon-like game and I'd like to know what the best approach is when it comes down to game states. What would be the best approach? Creating different states/screens for ...
81
votes
3answers
25k views

Tips for writing the main game loop? [closed]

Can anyone recommend some good tips, articles, sites, etc. for writing the main game loop? What are some things that you should do in the game loop, and what are some things that you shouldn't do in ...
6
votes
2answers
298 views

Tips for developing 3D games on newer engines targeting old hardware

I see a lot of examples and tutorials for 3D engines like Unity3D, UDK, Source etc. They all seem to be under the assumption that you are making a game for current(ish) hardware. I would like some ...
6
votes
3answers
4k views

Synchronizing clients with a server and with each other

What is the best way for keeping all clients synchronized with a server and with each other? Currently, we have two approaches in mind: When a client sends something to the server, the server ...
8
votes
2answers
4k views

How to structure a simple game server for a multiplayer game?

I would like to create a simple multiplayer game server for a simple game: The game is supposed to be similar to Command & Conquer, you have a few tanks and a few soldiers. You can select one ...
87
votes
11answers
14k views

Good resources for learning about game architecture? [closed]

Are there any good resources for learning about game architectures? I am looking for high level overviews of different architectures. I tend to find information about the various pieces of a game such ...
10
votes
3answers
779 views

How do I make complex AI manageable? [closed]

In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system. I've heard about ...