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

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15
votes
4answers
536 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
743 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
37 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
54 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 ...
3
votes
2answers
207 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
94 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
90 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
43 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
101 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
165 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, ...
5
votes
3answers
551 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
380 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
77 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
77 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
86 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 ...
1
vote
1answer
226 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
117 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 ...
1
vote
2answers
162 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
96 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
173 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
114 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
85 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. ...
2
votes
1answer
50 views

How does a “debug console” handle dependencies/access objects?

I'm trying to get my head around how to create a debug console and have a hard problem to figure out how it access different objects in my game. Say for example I want the console to be able to: ...
7
votes
2answers
197 views

Good techniques for syncing gameplay actions to specific animation timings?

So I've come across an issue in the game I'm working on, but it seems to be a pretty fundamental thing that probably comes up in a lot of games. My game requires that some gameplay function occurs ...
6
votes
3answers
194 views

Which parts of game should belong to engine and which should belong to scripts?

Often, the game is splitted into engine code (i.e. C++) and scripts (i.e. Lua). The question is which parts / modules of game code should typically belong to engine, and wchich should belong ...
0
votes
1answer
478 views

Scene management [closed]

I viewed sources of rendering engines (ogre, irrlicht, openscenegraph) but I can't really grasp the the main ideas of their scene management systems. I also read many articles (including Game Engine ...
7
votes
0answers
244 views

How to cache resources in my homebrew rendering system

Background: I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
2
votes
1answer
135 views

How to avoid lots of ugly math code and constants-hoarding?

In a lot of the games I've (tried) making in the past, I often run into the problem of the code getting really heavy on ugly mathematical code. This happens especially frequently in setting up ...
2
votes
1answer
342 views

What type of networking archtitecture does Unreal Engine 4 have?

I am working on online multiplayer FPS on UE 4 with up to 16 players. I am now at the making architecture model, stage. I am doing research on possible server architecture model with respect for ...
0
votes
1answer
57 views

Inventory system does not behave correctly

I have a game with an inventory, you can pick up items by walking on them. When you walk on an item and if it isn't already in your inventory it is added to the next free slot. If it is already in ...
1
vote
1answer
229 views

Setting up an efficient OpenGL rendering loop

This is the code that I use to setup my shader char* vertexShaderSource = getResource("vert.shad"); char* fragmentShaderSource = getResource("frag.shad"); vshad = readFile(vertexShaderSource); fshad ...
1
vote
2answers
124 views

Using hard coded values for Items?

Is it a bad idea to use hard coded values for things like items (static data) that would change infrequently in an online game? I'm designing an online game in node js, and I'm trying to decide if it ...
0
votes
0answers
39 views

Implement Special Effects triggered at certain moments in game

In my turn based RPG/Puzzle game I planned to have different Special effects, which enemies, weapons and armory can have. So for example an enemy can have a "poison" effect, which has a certain ...
17
votes
4answers
3k views

What can I do to avoid one-off flags and checks throughout my code?

Consider a card game, such as Hearthstone. There are hundreds of cards that do a wide variety of things, some of which are unique even to a single card! For instance, there is a card (called ...
0
votes
2answers
107 views

Resource management questions

Say I have this Cache<typename Resource> class template, which is a resource cache that contains an std::map<std::string, Resource>, mapping strings to resources. I can many different ...
1
vote
3answers
79 views

How to architect input code to utilise state machine?

I have an InputController which currently handles all user input, so it looks at button states and updates entity intentions according to some simple rules. I'm looking to add a new state to the game ...
3
votes
1answer
106 views

Diversified Game Object List

Recently I started creating a game in java to hone my rusty java (I work primarily with cpp) and because I thought it to be a neat idea. To better illustrate the problem, let me explain a part of the ...
1
vote
1answer
195 views

How can I handle invulnerability in an entity system?

I currently have an entity component system with messaging. The messages are delivered to each subscriber, but each subscriber gets their own copy, basically meaning that altering a message doesn't ...
3
votes
3answers
253 views

Collectible card game, cards and effects

Based on Design of a turn-based game where actions have side-effects I am building a card-game where cards can have side-effects be triggered under different circumstances. I was given a good idea ...
0
votes
1answer
357 views

Handling AI with ECS in a turn based roguelike

I am trying to implement the Entity Component System pattern to use in a roguelike game. Right now, I have 3 systems. Input, AI, and Action. The input system basically is just a system used by the ...
1
vote
2answers
110 views

How to seprate the game from the game engine (specifically the game loop), into seprate projects?

I am trying to separate my game from game engine both written in Java. Currently they are in two separate packages but I would like to separate them into different projects. A main method in Project ...
3
votes
1answer
262 views

Swapping graphics engines

Is it possible, or even feasible, to have graphics engine completely decoupled from game logic? Why I ask is because I want to start working on a game (I'm a complete beginner in game development, ...
2
votes
2answers
326 views

How to manage state in a component-based game engine?

I'm working on a small, data-driven game engine with some friends. We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the ...
0
votes
1answer
133 views

How to make “Events”/ Scripted Scenes

I want to make cutscenes etc, in my game. I thought of a similar System like in the RPG Maker: If you enter a certain Area, a list of commands and arguments is played. E.g. like this: [Move ...
2
votes
2answers
68 views

How can I represent prerequisites of different type of game objects?

In a strategy game, I want to declare prerequisites for various types of game objects to limit when they can be acquired/executed: technologies, buildables, resources, actions, etc. Any of these types ...
3
votes
2answers
440 views

Efficient removal and adding of Components in ECS

i'm working with the Ashley Entity-Component-System (related to libGDX) to program a server-side simulation for an online game and i stumbled upon a serious performance drawback, that is probably ...
0
votes
2answers
113 views

entity component - get object from entity system without knowing it's ID

Ive been building a game using a Entity Component system, but im having a bit of an issue finding a specific object in my entity system without knowing the Entity's Id. My game is organized in ...
3
votes
1answer
245 views

Branching quest system

I've started working in a quest system for my game, but I stumble in a zone where I have to many, if/else conditions to handle a quest, whether you have X and Y item in your inventory, whether you ...