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

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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 ...
3
votes
3answers
252 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
134 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 ...
7
votes
2answers
7k views

Tips for Component Based Entity System message handling

I'm trying to implement a component-based entity system but am a bit confused on how I should handle the messaging. There are two problems I'd like to resolve so I can test the system. Below is the ...
7
votes
3answers
2k views

How to Effectively Create Bullet Patterns

I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see ...
19
votes
4answers
5k views

How to implement behavior in a component-based game architecture?

I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can ...
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
228 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 ...
13
votes
1answer
7k views

How to apply Data Oriented Design with Object Oriented Programming? [closed]

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 ...
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 ...
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 ...
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 ...
1
vote
2answers
214 views

Implementing monte-carlo tree search in a tile based game with units

I have this simple risk-like game I would like to develop an AI for. Players move their Units on the map and a simple fight resolution is done. There is a time constraint of 100ms for each round, the ...
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, ...
8
votes
4answers
5k 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) ...
2
votes
2answers
325 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 ...
3
votes
2answers
435 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 ...
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 ...
0
votes
4answers
763 views

Entity Component Architecture and Scripting without using threads

I am working on a small game engine for practicing purpose and also for putting some of my ideas into action. What I have so far is a couple of systems for rendering, sound etc. The next step is to ...
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 ...
4
votes
1answer
95 views

Cram search results into viewport (of a search minimap)?

I'm no coder, nor do I try to be. I just had one of those "it's impossible" arguments with folks who love to argue with me before they even understand what the argument is about :) So I need to ...
2
votes
2answers
71 views

How to setup animation based events without depending on an animation?

How can I have events based off animations without relying on them? Take for example reloading in a FPS game. You'd hit a button to reload your weapon, the animation will play, then animation will hit ...
3
votes
1answer
162 views

How do I let a game support different rule sets?

I'm making a MUD game engine that supports D&D , Pathfinder and other tabletop-RPG rule sets. I am starting to build out how characters interact with the world (e.g. dialog, battle, searching for ...
39
votes
7answers
27k views

Where can I find good (well organized) examples of game code? [closed]

Where can I find good (well organized) examples of game code? I'm hoping that I can pick up some organizational tips. Most examples in books are too short and leave out lots of detail for the sake of ...
8
votes
3answers
1k views

Grouping entities of the same component set into linear memory

We start from the basic systems-components-entities approach. Let's create assemblages (term derived from this article) merely out of information about types of components. It is done dynamically at ...
4
votes
3answers
252 views

Sphere to plane collision never rearching resting contact

I have been trying to have a sphere to plane eventually lead to the sphere coming to a resting contact, but my sphere will end up always bouncing forever. It will bounce correctly for the first few ...
1
vote
1answer
122 views

Property replication vs RPC notifications

I'm not talking about something such as an object position, which changes very often. I'm talking about some object state that may be changed infrequently, such as a door opening and closing. Would ...
68
votes
8answers
35k views

Why don't more games use vector art? [closed]

It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists ...
4
votes
2answers
1k views

How does Unity's Entity-Component System Work In Practice? [closed]

On the surface Entity-Component seems like a good way to program games. Everything is a game object and those game objects are made up of components. The attraction is components are very flexible, ...
4
votes
2answers
122 views

Best way to deal with a large variety of items?

I am currently working on my first java game and I am having trouble figuring out how I should implement my classes that will have heavy variety. For example, I am considering having an abstract item ...
1
vote
2answers
233 views

Bubble shooter clone, structure for storing/adding of bubbles

Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
1
vote
0answers
74 views

Browser Game - Model or not Model

I'm planing on making a browser game just for fun and to improve my skills, but I have an issue regarding the Software Architecture of the game: I will be using an ORM to communicate with my ...
10
votes
6answers
892 views

Networking Pong Clone

I have the fundamentals of TCP sockets, UDP communication etc, but can't find much on how to apply these to a real time game environment. I have a Pong clone, with 4 players, and need to synchronise ...
13
votes
3answers
6k views

How to implement trading card game's “special effects cards”?

I am trying to write a kind of a trading card game here, in some way, it is similar to Magic The Gathering, or the Yu-Gi-Oh! card game. For those of you who are not familiar with it, basically, in ...
5
votes
2answers
395 views

How should entities in a game reference each other?

I've been reading a lot about design patterns, but in using these patterns there's one question that I keep coming back to. How should my entities access information about each other? Let's say I'm ...
0
votes
2answers
677 views

Good Configuration Manager System Design for medium-large sized projects?

I've create smaller games which simply needed a class which basically opens an INI file (with feather-ini-parser library) with config values for the whole game (rendering ops, music, bindings). But I ...
0
votes
1answer
43 views

Client code handling its own generics when returned by an engine

I'm writing a game engine in Java 8, and have prototype client code written in Groovy. New Game objects can be created with a builder which defines everything which fills in the blanks. To simplify ...
0
votes
0answers
34 views

Deal with double coordinates and graphics

I want to draw some vectors and few sprites in a 2D world.Problem is that they should be precise. For example a vector has position (5000000.65,556666). That depends on user. He might want to add ...
0
votes
0answers
78 views

Hiding actual IP of a Game Server [closed]

I've developed a game server which has 3 layers Login Server(That connects AI Server) AI Server(That connects game logic server) Game Server I want to prevent DDOS attacks as much as possible and ...
3
votes
1answer
389 views

How should my game characters store their abilities/spells?

I'm new to game development and a bit confused about how to effectively store an object's access to certain spells/abilities. The player and mob objects are all generated from the same class. ...
0
votes
2answers
124 views

Custom key binding/mapping

Currently I am starting to develop my first serious game. Before the games are all training, and learning how to do things in a good way. Unfortunatly, I've missed a big part in my preparation: Key ...
0
votes
2answers
138 views

Questions about property-centric game object runtime

I was reading Game Engine Architecture by Jason Gregory So according to him, I should use an array of entities, and arrays for each property, such as an array gameObjectsPosition, ...
2
votes
2answers
658 views

How do I write a wave-spawning system for a shoot-em-up?

I recently played Knightmare Tower and was amazed by the way how different monsters are beign spawned. I'm aware of time-based and count-based spawing systems in shoot-em-ups. Count-based systems ...