Engine-design related questions. How code is structured.

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4
votes
1answer
600 views

Material System

I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of ...
3
votes
2answers
259 views

Important aspects to consider while making a technical design document

I'm working on a open world strategy game for which I'm planning to make technical design documentation. How do we decide exactly what we need to include to ensure the design document is as complete ...
10
votes
2answers
524 views

How do I make good guy attacks only hit bad guys and vice versa?

My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for ...
0
votes
0answers
131 views

Resource/Asset Manager [duplicate]

I'm creating a ResourceManager. At the beginning i'm creating a groups of resources which contain a map of resources. The role of groups is to quick load/unload resources, to find some constant, never ...
2
votes
3answers
363 views

Desire advice on implementing this animation timeline system

I have read a lot of questions on here, as well as books regarding game architecture. I have a general question about the implementation of a game's animation timeline, on which many isolated ...
1
vote
1answer
106 views

How can I implement something like Destiny's public events?

Bungie has shown a gameplay trailer for their new game, Destiny. The part that really stood out for me was the 'public events' that can happen randomly while playing. Now I've thought about it for a ...
26
votes
4answers
2k views

If two objects interact, what holds the interaction code?

Think of a bullet and an enemy, or the player and the floor. If these objects interact, what holds the interaction code?
3
votes
1answer
166 views

simple adventure game mechanics stored in database

I plan to code a little adventure-like game. To be able to build multiple episodes without deploying new code I want to store any information possible in the database. This includes stuff like ...
6
votes
3answers
2k views

How to avoid “Blob-Systems” in an entity component system?

Currently I am facing the following problem: I am trying to write a pong clone by using an entity component system (ECS). I wrote the "framework" all by myself. So there is a class which manages ...
3
votes
1answer
854 views

Movement & Physics in an entity-component system

I'm currently playing around with entity-components systems and got started on the movement/collision/physics parts and would like to have some pointers! It's a basic 2D sidescrolling game, with the ...
2
votes
1answer
364 views

Combining 2D and 3D in game engine

I've implemented basic 3D functionality and made little "2.5D" demo in orthographic projection using OpenGL ES 2 and Box2D. Now I want to make completely two-dimensional game (using sprites) and ...
1
vote
1answer
117 views

Picking game entities

What is the preferred methods for doing so, performance-wise? For example I want to pick certain objects in an area around a given point. What I have thought off so far is using invisible objects as ...
5
votes
1answer
689 views

What underlying character stats would you put into your “character” object in an RPG engine

basically I'm making my own RPG/TBS engine named Uruk (making an rpg themed about the epic of gilgamesh) and I am thinking of a combat system similar to the Disgaea franchise or the Super Robot Wars ...
0
votes
1answer
76 views

Object generation from an existing object in a game engine

To simplify, let's say in en engine I'm coding for a game, I have the Main class an Object class. In the Main class' update method, I loop through the array of all Objects in the game. I also have a ...
3
votes
2answers
4k views

OpenGL - Understanding the relationship between Model, View and World Matrix

I am having a bit of trouble understanding how these matrixes work and how to set them up in relation to one another to get a proper system running. In my understanding the Model Matrix is the matrix ...
0
votes
0answers
529 views

Component based architecture - Rendering approach?

I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...
1
vote
0answers
44 views

Export matrices or IPOs?

I'm currently working on an exporter for Blender and corresponding importer for my engine, but I believe the same concepts apply to any other 3D animation software. When it comes to export animation ...
1
vote
1answer
188 views

When to use GameComponents?

I know what it is and I'm using it as a frame counter for example. But when should I use it? Does it make sense to say "I make all the input handling happen in a gamecomponent"? Is it flexible enough ...
2
votes
1answer
270 views

Where to put common System functionality in Entity-System Design?

I am working on an Entity System design based largely off of Adam Martin's design and Ray Wenderlich's Objective-C Implementation. I am working on the AI system using a state machine with a System ...
1
vote
2answers
650 views

How to make a “GUI In Game”?

My game is very GUI based, the way how it works is that I have a GUI class, which contains the basic GUI elements, a parent GUI object, and a copy of the main game's class object. The game starts out ...
1
vote
0answers
114 views

Events with Entity Component Systems [duplicate]

I'm currently working on an HTML5 top-down simple RPG game, and as a learning experience I'm building my own little engine from scratch. After reading around a little I decided to go with the Entity ...
3
votes
2answers
300 views

Using a programmable pipeline in a game engine

As a learning experience, I'm developing my own 3D game engine using OpenGL. I'm a little confused as to how to implement my rendering engine such that it uses a programmable pipeline while still ...
16
votes
6answers
3k views

Do you actually use diagrams to model games? [closed]

I mean mostly UML but any method that works is viable. So - do you actually model your games with UML/other diagrams or different methods? I had a subject at my university about modelling with UML and ...
2
votes
1answer
312 views

Different kinds of movement in component based entity system

I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...
4
votes
2answers
337 views

Separate classes communication

Lets say I have a key and door. My third class (player) needs to pick up a key and open the doors. How should those objects communicate without making too much dependencies between them?
2
votes
1answer
994 views

Tilemap collision in component based entity system

I am trying to set up a collision system for a tilemap in my component based entity system, but having trouble with figuring out how to do so. Currently I have the following approach: My tilemap ...
2
votes
2answers
248 views

Correct utilisation of gameloop (Android)

When using a gameloop like (much simplified)............ updateLogic(); render(); How does one perform 'single' operations? I mean, things like triggering sounds (which will only be played once), ...
8
votes
5answers
601 views

How can I update Display settings from an Options screen without restarting?

I'm currently creating a 2D RPG in C++11 with Allegro 5 and boost. My goal is to somehow update my game settings when an option is changed in the Options Menu. I don't want to force the user to ...
2
votes
0answers
50 views

User interaction and Component based architecture [duplicate]

I'm working at my first game and I've decided to build a simple component based engine. I found really useful to work in that way but I still miss some fundamentals probably. Let say that I have a ...
0
votes
2answers
121 views

making different kind of bullets [closed]

I have an enemy which shoots 3 different kind of bullets. They are of different sizes, speed, and representation (rectangle, oval, and a more classic bullet). Should they be 3 separate classes or ...
4
votes
1answer
147 views

Game State and Configuration via Events

Often "singletons" are problematic for testing, so with my next game I'm trying my best to avoid them. But there is bunch of data (configuration or game state information) that different parts of my ...
4
votes
2answers
1k views

Manage VBO/VAO in a graphic engine

I'm trying to make a 2D Graphic engine for training me. I've actually made it with immediate draw and I've made the renderer outside (so I can switch between OpenGL and DirectX). How can I manage ...
2
votes
1answer
129 views

How do I generate paylines and pay dots for a slot game?

I'm working on a HTML5 slot game and am completely stuck on the pay lines and the dots that produce the lines from 1 end to the other. What's the logic behind generating a random number of dots ...
18
votes
4answers
2k 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, ...
1
vote
1answer
62 views

Resynchronize game state on reconnect

Suppose in a multiplayer first person shooter game that a player loses their connection. On reconnect they need to synchronize with the current game state. But while they are getting a snapshot of the ...
5
votes
2answers
1k views

Component based game engine and dependencies - singletons [closed]

I am thinking about how to create component based game engine. I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
3
votes
1answer
264 views

Making up everything from single pixels

I recently saw a game which looked a bit like minecraft, but it was a RPG. The enemies in this game consist completely of voxels and if they die, they collaps and every single voxels falls down, ...
1
vote
1answer
162 views

General Sequence of Events for a 2D shooter

I'm having some trouble understanding ways to sequence events in my game. Assume the game is data driven, what is the best way to control the events? Do I have some sort of EventSequencer that loads ...
1
vote
1answer
979 views

CPU usage, game loop and sleep()

I've read about this topic on numerous discussion sites, but I can't seem to find a clear definitive (up-to-date) answer, and hopefully this will me some more insight: I've read the excellent game ...
1
vote
1answer
780 views

UML Class Diagrams for 2D platformer Games? [closed]

I have to develop a small arcade game in C++ for a college assignment using a 2D Game Engine my teacher coded. What would be the best way to make a UML class diagram for it? It's very basic stuff but ...
2
votes
3answers
548 views

Event-driven vs state synchronizing networking model

I was going through the Tribes network model and the network model used in Quake3. What I understand is that Tribes is more of an event based model where as the Quake model uses game states and delta ...
1
vote
0answers
227 views

Game editor architecture [closed]

I'm looking in to developing a game editor - essentially a level editor for my game but a little more advanced i.e edit menus and loading screens and what not. So far, I have come up with a ...
5
votes
1answer
416 views

How do you parameterize turn based AI?

I would like to create/find an AI algorithm/process that can be parameterized such that a change in the parameters causes a change in the AI behavior. I am specifically looking to apply this to a turn ...
1
vote
2answers
833 views

Packet handling system architecture?

I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
2
votes
1answer
1k views

Making efficeint voxel engines using “chunks”

Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... ...
2
votes
1answer
505 views

Creating Input layouts for different vertex types

I'm still in the planning phase for a hobby abstract renderer, and i'm wondering how i should handle multiple vertex types and different shader inputs. (This is my first graphics project, so cut me ...
0
votes
1answer
199 views

xna creating game stage management contrls

I am under planning stage of my game where I am creating controls for my game. I have create below control for stages but have no idea how this we can achieve in xna. Please also help me with your ...
1
vote
1answer
167 views

Application design for specific points on image

Hi guys I am starting a simple hobby app in Unity, its a 2D app, which have some alphabets like A,B,C..Z (images) . There ll be specific paths where user touch one by one to complete drawing the ...
-8
votes
1answer
188 views

What kinds of 3D objects should a game engine have? [closed]

I know this is a pretty general question. But I've been looking for different kinds of 3D objects and their names to implement in my engine to boost its speed. Static meshes, dynamic(?) meshes and ...
3
votes
1answer
241 views

Where should I put my mob rendering code?

I'm making a simple LWJGL game. However, I'm a bit confused about rendering. So I have a Mob class and a TriangleMob is a basic enemy. package daniel.entity.Mob; public class TriangleMob { ...