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

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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 ...
122
votes
1answer
25k views

What is the role of “systems” in a component-based entity architecture?

I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting. However I don't know how this completely works with the ...
2
votes
1answer
115 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
93 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 ...
0
votes
2answers
175 views

Double buffer - Managing Collision

I'm thinking about how I should manage collisions in my game. I'm thinking about having a "Collision" class that checks for collision, and in case takes actions to resolve them. My problem is this: ...
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 ...
48
votes
8answers
9k views

How can I avoid having many singletons in my game architecture?

I use cocos2d-x game engine for creating games. The engine already uses many singletons. If someone used it, then they should be familiar with some of them: Director SimpleAudioEngine ...
4
votes
1answer
951 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
38 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 ...
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(){ ...
1
vote
0answers
100 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. ...
1
vote
0answers
48 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 ...
6
votes
3answers
440 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
3answers
3k views

NoSQL (CouchDB) database design for MMORPGs

Are there any pratical examples of database implementation for an MMORPG in CouchDB? Even a detailed thesis? I've looked but found very little on practical examples and not even find any good UML ...
3
votes
1answer
169 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, ...
-2
votes
4answers
152 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
616 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 ...
3
votes
1answer
79 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 ...
2
votes
2answers
3k views

How should I handle animation states in Mecanim?

I did a tutorial which associated an integer to each state and manually set transitions from one state to another based on that integer, but that seems really sloppy. Is there a more elegant way? I ...
1
vote
2answers
80 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 ...
24
votes
4answers
3k views

How to design a game's software such that it is easy to unit test?

Is it practical to use a testing framework like JUnit in a game development situation? What sort of design considerations can you follow in order to make your game more testable? What parts of a game ...
2
votes
1answer
87 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 ...
7
votes
3answers
1k views

Entity Component System for HUD and GUI

This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split ...
2
votes
1answer
371 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 ...
24
votes
5answers
4k views

Game architecture / design question - building an efficient engine while avoiding global instances (C++ game)

I had a question about game architecture: What is the best way to have different components communicate with each other? I do really apologize if this question has already been asked a million times, ...
2
votes
1answer
284 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 ...
0
votes
1answer
136 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 Object:...
3
votes
2answers
396 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: ...
3
votes
0answers
125 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 ...
43
votes
3answers
4k views

Why do tutorials use different approaches to OpenGL rendering?

http://www.sdltutorials.com/sdl-opengl-tutorial-basics http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/ These two tutorials use completely different approaches to ...
1
vote
2answers
180 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
97 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 ...
6
votes
3answers
196 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
188 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
123 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
92 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. ...
8
votes
2answers
6k views

Interaction between engine parts

I want to ask a question about how the information exchange between game engine parts should be implemented. The engine is separated in four parts: logic, data, UI, graphics. In the beginning I made ...
2
votes
1answer
52 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: ...
3
votes
1answer
107 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 ...
0
votes
2answers
319 views

Solitaire Game: Transferring Cards Design in C++

So, I'm working on a Solitaire game. I already created a the classes: Card, Pile, Stock. Each work as expected on it's own. My question is: What possible design for managing moving card(s) between the ...
5
votes
2answers
288 views

How to handle game states for a single-player / multiplayer game? [closed]

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 1-...
0
votes
1answer
570 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
259 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 ...
3
votes
3answers
273 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 ...
15
votes
3answers
5k 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 ...
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 user-...
1
vote
2answers
556 views

Proper way to handle Movement/Animation/AI functions of an AI character in Unity3D

My team is currently building a 2D game in Unity and we've run into some workflow/script organization blockades for many of our game's characters. For example, we're not sure what the standard method ...