How code is structured. For questions on the internal design of a game engine.

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0
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0answers
39 views

Unity State machine behavior practice

I have few scripting design question regarding the SMB. I am excited to apply the state machine pattern after learning about it to my players and monsters alike and was so happy that SMB is exactly ...
3
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4answers
629 views

How do I deal with scale of the universe when generating a simulated universe?

I have a dataset of 100,000 actual stars. I wish to create a game where I can fly between the stars and fly up to them and click on them etc. How do I go about dealing with the problem of the scaling ...
0
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3answers
219 views

Correct architecture for weapon class in RPG

So, I'm a little stuck on what the best way to implement weapons is. The problem I'm running into is, what exactly is a weapon. I have a Player Class that has an attack method. public class ...
0
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0answers
55 views

What is the best way to represent a large field of objects while using minimal resources?

I have recently started to plan a project in Unity that will be for android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will ...
0
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0answers
46 views

Java - Component Based Architecture applied to Entities

I've recently been getting my game a lot more of functions for the entities: growing, IA, colours depending of season, position, magic, teleportation an d a lot more. The problem was that for ...
0
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0answers
195 views

Game loop architecture using WPF(MVVM) and C#

Could i get some suggestions on how to implement a game loop whilst using WPF(MVVM) and C#, I am a professional developer and understand the technology well. The game loop usually contains a Init(), ...
2
votes
1answer
45 views

Rendering a dynamically sized box

So in games where there are textboxes with different sizes appearing, how does one actually render them efficiently? Games like Final Fantasy IX have dynamically sized speechbubbles for example, each ...
0
votes
1answer
52 views

Can Soomla directories be safely moved one directory down in Unity?

I'm integrating in-app purchases in my game. To do so, I chose to use Soomla (http:soom.la) asset. I use the free version registering for the grow bundle. I've downloaded a unitypackage named unity3d-...
16
votes
2answers
2k views

RTS game unit structure

I want a way to make a lot of different units without having to program stuff like moveTo and Attack actions more than once The way I see it, there are 2 ways I can do this. A single generic Unit ...
1
vote
1answer
123 views

Relation between game systems and components in a component-based architecture?

Based on a question I previously asked here regarding to decoupling input from other components of an entity I developed a small component architecture on top of XNA to understand how everything works ...
1
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0answers
50 views

How to learn game development when i understand the concepts but don`t know how to implement? [closed]

I have a basic level of programming knowledge, gained trough high-school classes and personal interest and also understand certain game design patterns like game loops, collision detection etc. My ...
3
votes
1answer
338 views

Should I implement Entity Component System in all my projects?

I'm not here to ask for any specific code implementation, I'm here just to make my ideas clearer. But let me explain the situation: I have already developed some little and amatorial game projects (...
4
votes
2answers
411 views

Complex system-component dependencies in entity-component system?

I am trying to design a typical (data-oriented) ECS engine. The issue I am struggling with is that my rendering system have to rely on two different sets of entities to actually do rendering. My ...
0
votes
1answer
48 views

Storing player data for multiple players in libGDX

I'm working on a game (in libGDX) that would allow multiple player accounts. I need to store some simple user data (several key-value pairs). I think JSON is the best for my needs, but I'm wondering ...
2
votes
0answers
41 views

Strategies to make it difficult to cheat + easier to identify cheaters in Javascript/HTML5 game [duplicate]

I intend to have a Javascript/HTML5 game with a global leaderboard. I have devised a very simple system for submitting highscores as follow: When the game finishes, the game client makes a POST ...
0
votes
1answer
96 views

Organizing Setup(), Update() and Draw() function in a game engine

I'm creating my first game engine and I want help with organizing the Setup(), Update() and Draw() functions in the correct way. Here is how my main() function looks like /* BEGIN main() Function */ ...
-2
votes
1answer
46 views

Understanding Javascript Variable Initialization [closed]

I saw this piece of code while doing research for an idle game I am making: var minions = new Object; minions = { 0: { name: "Mole", description: "...", price: 10, ...
3
votes
1answer
73 views

How to store renderer vertex / index data in scene graph objects?

I have a SceneNode class which contains a Mesh instance. The Mesh class stores client side information such as vertex and index arrays (before they're uploaded to the GPU). I also have an abstracted ...
2
votes
1answer
118 views

What's the difference between PS3 and PS4 code? [closed]

I am specifically interested in the differences between the game code as well as platform specificity. Can PS3 games be played on PS4 with no adaptations? Would we port over all assets from PS3 to PS4 ...
3
votes
1answer
108 views

Ideal draw order - sort primarily by distance or material?

When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising. The first is to batch draw calls by their material. This minimises shader changes ...
3
votes
3answers
133 views

Is it a bad practice to add helper methods if the class is intended only for data? [closed]

For example, if I have something like: class ItemData { public int cost; public int level; ... public List<ItemData> childItems; } And I'm aiming to separate ...
1
vote
1answer
81 views

How do I structure AI that uses both Behavior Trees and Pathfinding?

Architecturally, what are the best practices for how these two concepts interact with each other? For instance, say I have an asteroids like game where the AI player must dodge floating asteroids ...
15
votes
4answers
551 views

Can I use feature creep to my advantage?

Can I use feature creep to my advantage? Every time I prototype a game, features are inadvertently added. This happens either through coincidence, or it happens to be easy to add based on existing ...
4
votes
1answer
1k views

When to use a blend tree vs state machine for animation

Im an experienced game dev hobbiest making my first game with 3d animated characters (in Unity) and am struggling to figure out when to use blend trees vs animation state machines. I understand both ...
1
vote
0answers
40 views

Help with building a platformer engine on top of cocos2d [closed]

I am a C# programmer making a transition to game programming and hence C++. I want to make a reusable platformer engine (for now I want to start small) on top of cocos2d/box2d to make prototyping of ...
0
votes
1answer
57 views

FSM AI design with no accept states

I'm new to game development and design, I've been looking forward to doing FSM AI design as it seems interesting to me, but I have a question that I see no answer for in the internet. I've seen FSM ...
1
vote
1answer
34 views

Separating .js elements/ .js element communication

So I have 2 questions regarding the code below: function goldClick(number){ gold = gold + number; document.getElementById("gold").innerHTML = gold; }; function buyMiner(){ ...
3
votes
2answers
281 views

How to organize level blocks in an Infinite runner

I'm working on an Infinite Runner game. I have created many level blocks(sections) with different obstacles and pick-ups for the player. They are positioned and placed manually, in such a way, to give ...
1
vote
0answers
105 views

Drawing objects in view of camera only in XNA/MonoGame

I am working on a Tower defense style game on mobile that uses a tile map and I am trying to determine the best way to draw overlays of those tiles. In my game, I go into build mode to build towers. ...
2
votes
1answer
101 views

Websocket Scalability w/ Player Skills

About 8 months ago I made this thread. And received a lot of valuable information from the community. I have switched to nodejs since then and am finishing up my game, but am deeply concerned about ...
1
vote
0answers
52 views

Facebook Canvas (web) Game for Desktop & Mobile Browsers

as the title suggests - I am about to develop a game for FB canvas. Will the game support mobile and desktop or do I have to create two different project/game setups for this? thanks
2
votes
0answers
69 views

What is the best abilities modding system that you encounter in games? [closed]

I'm thinking about designing an abilities system (as in a moba game). Most important goal is to be able to easily create new abilities in the editor, with a low learning curve (ultimate goal: simple ...
1
vote
1answer
124 views

Libgdx: Check collisions in Stage among actors

My goal is to check collisions among the actors that are in the Stage. My question is: is it necessary to maintain a list for each type of actor I have? Doing that I get 3 problems, 2 bad design ...
3
votes
1answer
175 views

Is there a way to bypass Directx Effect Files?

I am now trying to abstract my rendering pipeline, and I've been able to abstract OpenGL fairly easily. But now I have ran into a rather ugly problem with Directx. Most of my knowledge about Dx9, 10, ...
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votes
4answers
163 views

Structure for online game server

i'm trying to write a server for my little game and i'm wondering about server structure. Let me explain that. Let's say i will create game in which you could edit skill stats, character basic stats ...
0
votes
1answer
83 views

What are some good namespaces for gameplay code? [closed]

I always struggle with naming namespaces when working in a team. I'd be very thankful if someone could share your preferred way of namespacing gameplay code? At least the root namespaces. Edit: As ...
5
votes
3answers
765 views

Is a custom coordinate system possible in Unity

Is it possible to create a custom coordinate system (i.e the one using double for coordinates or the one dividing the world into 'chunks' of safe size) not constrained by the floating point precision ...
6
votes
3answers
535 views

Overcoming float limitations for planet-sized worlds in Unity

As far as I know, going further than 1M units from the world origin in Unity is hardly possible due to floating point precision issues. Making a world more than 1M units in radius would require ...
3
votes
1answer
81 views

Separating rendering from HWND

I'm considering separating my game simulation from the message loop. It seems odd to me to have other systems tied directly to the window in which my game is running. Most examples I see are ...
1
vote
2answers
81 views

Interaction between GUI and character(s)

This is more a question about architecture. Not sure if there's a right or wrong: Let's assume I have some gameobjects: GUI: A menu containing some elements like "Go to position". It's opened when ...
2
votes
1answer
89 views

How to test the effectiveness of a game engine?

A few friends and I are working on a home-brewed engine for a selection of games we wish to produce in the future. We're making it to satisfy a few key requirements that we haven't found were properly ...
2
votes
1answer
320 views

Resource streaming with job threading system

I am currently researching resource streaming for my current game engine. To add a bit of context, I am doing a contiguous world for a Baulder's Gate style CRPG. So while the camera is usually looking ...
3
votes
0answers
129 views

World scene graph questions [closed]

I am going through the process of rethinking my current game engine's design. And I'd like to ask about some information from other's experiences about scene graph. Before we begin, this graph is in ...
3
votes
2answers
404 views

Is it a terrible practice to NOT initialize an object in its constructor?

I'm currently working on my own game engine, more precisely on the resources management part. For now, most of my assets inherits of the following - simplified - class: class Asset { public: ...
1
vote
2answers
208 views

How to find resources location regardless of working directory?

I am working on a resources loader for my personal C++/OpenGL ES engine. My resources are in a resources folder separated trough different sub-folders (shaders, textures, etc). I am currently giving ...
0
votes
0answers
98 views

What is a good way of handling shaders?

I'm currently reading this book and are at the chapter about the rendering subsystem of a game engine. Now, the book suggests that a material is a structure that provides information on how to shade ...
15
votes
3answers
2k views

Separating Game Engine from game code in similar games, with versioning

I have a finished game, that I want to decline in other versions. These would be similar games, with more or less the same kind of design, but not always, basically things might change, sometimes ...
0
votes
1answer
209 views

Database for a diablo 2 like item system?

Diablo 2 has a very sophisticated item system and I want to create something similar. But I am having a hard time getting the architecture right. In Diablo 2 most different kind of gear has different ...
1
vote
1answer
137 views

Getting a Specific Component in an Entity Component System

I've got component class: class Component { public: Component(); ... }; then my various components derive from the base Component class class VelocityCom : public Component { public: ...
1
vote
1answer
102 views

Animations with Model View Controller

I'm currently wondering how to properly structure game code. I have come across MVC (Model View Controller) method/approach, which seams to be a decent way to get a good extendable structure. ...