Engine-design related questions. How code is structured.

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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
150 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
134 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
3k 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
63 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
2k 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
268 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
164 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 ...
2
votes
1answer
1k 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
918 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
661 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
232 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
431 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
931 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
2k 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
546 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
217 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
168 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
191 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
243 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 { ...
2
votes
1answer
330 views

Not repeating background in platformer [closed]

I need to make not repeating background for platformer. I can't find any description of implementation and I developed algorithm but I'm not sure that it's right. I can't load one big texture per ...
5
votes
1answer
529 views

Character Movement in 3D games

I'm either not searching correctly or there is really not a lot of material on Character Movement in 3D games. I'm mostly interested in how people usually implement character movement in games like ...
10
votes
3answers
1k views

EXTREMELY Confused Over “Constant Game Speed Maximum FPS” Game Loop

I recently read this article on Game Loops: http://www.koonsolo.com/news/dewitters-gameloop/ And the recommended last implementation is confusing me deeply. I don't understand how it works, and it ...
0
votes
1answer
246 views

Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?

The question really is in the heading, but i have been using the visual studio profiler to optmisie my game, i have noticed that the game.run method is eating through 93.6% of the overall game ...
0
votes
2answers
331 views

Attribute ownership in Entity Component systems

How do you typically handle data ownership in these systems? Right now I just have a map that maps type(std::string or hashed int)->void* where outside sources can add attributes via a simple ...
0
votes
0answers
72 views

What's the most efficient way to manage auras & buffs? [duplicate]

I would like to know, for a game that does NOT use a grid (1-dimensional movement, in fact); what is the cleanest way to manage buffs that change a unit's variables? My current system is going to be ...
3
votes
2answers
719 views

Does it make sense to use Lua scripting in a game developed in Python?

Well for C++ written games using Lua scripts for easy changing ai, quets etc is very reasonable and it's common. However now I'm going to write a game in pure python and I don't know if I should use ...
1
vote
2answers
541 views

Powerup Best practices [duplicate]

In a turn based game each player has a set of properties, e.g attack, defence, speed and these can all be used to work out who should go first and how much damage should be dealt. That all works fine, ...
1
vote
1answer
405 views

How can you implement Lua into your game? [closed]

I am trying to implement Lua into my game, but am having trouble. Say I have a weapon class, which is just a hollow shell, lacking real functions. I was thinking of creating an onFire function, which ...
0
votes
2answers
139 views

XNA Game arhitecture, sharing vertices between objects

I'm practicing primitives rendering in XNA and I want to create something like pipe or tunnel. I have base class called PipeSegment from which I inherit classes like RotatingSegment and NormalSegment ...
4
votes
2answers
727 views

Game Editor plugin architecture

I'm creating 3D Game Editor for my own use. As rendering i took Ogre3D and MFC as UI. I faced with architecture problem. I am using Document/View architecture and for each Doc. i create new ...
3
votes
4answers
707 views

How do I prevent memory-modification cheats?

There are many memory-altering programs out there nowadays (Cheat Engine & co). Is there an efficient way to keep a constant variable actually constant? I had two ideas: Make a separate thread ...
6
votes
4answers
607 views

Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?

I'm working on my own game engine and I am currently designing my managers. And I've read that for memory management using Init() and CleanUp() functions are better then using Constructors and ...
-1
votes
3answers
449 views

adventure game architecture

I would like to make an adventure type game functioning similarly to machinarium or broken sword. The only way I can think of doing this is to draw an image as a background on a canvas and use some ...
4
votes
2answers
432 views

Game state management: the buck doesn't stop “here” soon enough

I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up: Suppose hypothetically I ...
1
vote
2answers
298 views

How to store different abilities in player class?

So, I have a player class with basic actions. During the gameplay he unlocks new abilities. I don't know how to store new actions within the player class. To be precise - I know how, but my method ...
-1
votes
1answer
675 views

How to store data in a data-driven RPG [duplicate]

Possible Duplicate: Would it be better to use XML/JSON/Text or a database to store game content? I'm working on a 2D data-driven RPG. I intend for it to be modabble; my intention is to ...
1
vote
3answers
278 views

Actors with multiple Textures - class Hierarchy?

In my 2D side-scroller game I have a bunch of actors being drawn, each of which has a single, non-animated Texture (a png image). These actors all inherit from a base GameActor class. I want to add ...
1
vote
1answer
320 views

Server architecture software side

I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
1
vote
4answers
723 views

What is a good way to load more than a million images for a collectible card game?

I'm using C# with MonoGame and I'm wondering what would be an efficient way to load more than a million card images for a collectible card game. More cards would be continuously added in future ...
16
votes
5answers
881 views

Dictionary of common names for code objects [closed]

I'm looking for a common dictionary of terms (much like design patterns have a common language for how things interact) that are specific to games. For instance, if I'm making a game of pong with a ...
1
vote
0answers
145 views

What part of my engine should load images and fonts? [duplicate]

Right now, I have an AssetLoader interface, which has one implementation per platform. There can only be one instance of it, because it has some state (e.g. the path to the APK on Android). It has ...
7
votes
2answers
4k 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 ...
1
vote
1answer
249 views

Alternative to JSF for browser-based 4X game [closed]

I intend to make browser based MMO game. Something from Master of Orion genre but with more accent on command ship operations. I've done some tests and research and turns out that indeed, for ...
0
votes
2answers
147 views

Good Tools & Methodologies for designing Game Arch

I'm currently developing a multiplayer and turnbased silverlight card game and using WCF Polling Duplex communication. I've almost finished the game but I'm still dealing with the methods and ...
0
votes
3answers
120 views

Passing information between states created at different times

I have two states, a configuration state and a gameplay (simulation) state. After configuring the game details (gametype, scoring type, win condition, etc. etc.) As each state is isolated, what is a ...
11
votes
3answers
390 views

Sound effects system design

I'm creating a RPG/RTS game in Unity. There are a lot of characters and potentially a lot of different environments. I'm fairly confident with the coding part (so this question isn't really tied to ...
4
votes
2answers
215 views

Flow/design of steering behaviors implementation

I am implementing some simple steering behaviors like: follow the leader, separation, cohesion and flee(from the leader when he walks in our direction - aka spread the group for him). I am having ...
2
votes
2answers
711 views

In an Entity-Component System, how to represent the world/level/gameboard?

I am trying to learn more about Entity-Component Systems, and something that kinda stuck out at me was the question of how to represent the world in such a system? More specifically, I'm trying to do ...