Engine-design related questions. How code is structured.

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2
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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
661 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
233 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
169 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
199 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
247 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
347 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
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1answer
602 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
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3answers
2k 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
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1answer
257 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
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2answers
346 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
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0answers
73 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
802 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
608 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
532 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
141 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
746 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
5answers
1k 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
710 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
461 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
460 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
313 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
747 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
286 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
344 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
843 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
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5answers
889 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
146 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
5k 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
270 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
151 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
125 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
420 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
217 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
802 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 ...
1
vote
2answers
207 views

persistence of objects between game states

What are the possible ways of sharing different objects between game states and how do other engines implement such system? Lets say a game has a couple of states (a menu state and a game state for ...
15
votes
4answers
2k views

Why do MMORPGs still use multiple servers?

MMORPGs, some MOBAs like League of Legends or even StarCraft 2 usually force you to pick a server. Usually they are US, EU and SEA, in MMORPGs many per location. I can see that that was necessary a ...
2
votes
3answers
715 views

Component / Entity-based design => no inheritance at all?

[I understand that this this could be seen as a rather theoretical question, but I think it has real-application impact]. "Academic" base With a component-based design one wants to get rid of the ...
2
votes
1answer
1k views

Code structure in Android 2D game

Well I've finnaly decided to start Android game dev, and my first project will be simple 2d canvas based game. I have some experience in game developing with C# and XNA, and I'm a bit confused now. ...
4
votes
2answers
818 views

Making character's skills and abilities as commands, good practice?

I am designing for a game that consist of characters who have unique offensive skills and other abilities such as building, repairing, etc. Players can control multiple of such characters. I'm ...
6
votes
4answers
3k views

Retrieving components from game objects (entities)

Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
1
vote
1answer
234 views

Game design and SoC

I've been working on a little game for the last few months, trying to approach it as a software engineer and employ best patterns and practices in my coding. I have gotten to the point where I have to ...
1
vote
3answers
112 views

DirectX Objects in a struct

I am playing around directx lately and I am learning from rasterek.com tutorials. He passes pointers to directx objects (like ID3D11Device, ID3D11DeviceContext etc.) for almost every class he creates. ...
-3
votes
1answer
698 views

Real-Time-Strategy control structures/achitecture [closed]

I am looking at building a real time strategy game (of at least the framework for one) in Unity, and was wondering what control structures and/or architecture I should focus on using. current ...
13
votes
2answers
4k views

Implementing a camera / viewport to a 2D game

What is the most practical way to implement camera/viewport to a 2D-game? I've read, that I should store the object world position instead of position relative to the screen? Current situation: I ...
-2
votes
2answers
213 views

What can go wrong with this technique/game architecture? [closed]

So this is something kind of new, as I've never saw anywhere, but maybe already exists: The game is divided in 3 pieces: the actual game logic (game), the visual part (view) and something that link ...
4
votes
2answers
769 views

Why is keeping a constant FPS harder than keeping high FPS?

I've noticed this ever since I started playing games, and now see it in my own experiments. If I don't do any capping my game runs at 200~250 FPS, with random drops to 150FPS, but if I cap the FPS to ...
4
votes
2answers
871 views

Where to generate data in an Entity-Component System?

So I'm making a small game where I generate 2D landscape using perlin noise when the game first loads. I've got it working in a OO way, but want to move over to an ES architecure, and I'm just ...
1
vote
1answer
407 views

Behavior Trees and Animations

I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my ...
2
votes
1answer
550 views

Abstract skill/talent system implementation

I've been making small 2D games for about 3 years now (XNA and more recently LWJGL/Slick2D). My latest idea would involve some form of "talent tree" system in a real time game. I've been wracking my ...