Engine-design related questions. How code is structured.

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3
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3answers
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Loadbalancing Questions

I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into ...
3
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1answer
407 views

How to design a character animation system?

I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that ...
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2answers
216 views

Debug data visualization best practices

I found debugging games especially hard for some obvious reasons. It's hard to monitor some internal values in dynamic, conditional breakpoints helps somehow, but only to detect some specific ...
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1answer
2k views

GameObject and Components

I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
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1answer
2k views

Turn-based JRPG battle system architecture resources

The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable ...
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2answers
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How should I structure my turn based engine to allow flexibility for players/AI and observation?

I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling ...
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2answers
421 views

Best practices, extending classes

I'm developing a game in XNA(C#) and I wonder what are the best practices for having different types of pads. For example I have 2 types of pads: Pad that just moves left (decreasing X coordinate) ...
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2answers
2k views

What are the disadvantages of using multiple inheritance to implement components?

I've been doing research on component-based game engines and would like to use that model for future game projects. From what I gather, objects in a component-based system are just collections of ...
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3answers
2k views

How to implement the logic of a 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 ...
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2answers
344 views

Would it be too much overhead to keep a HashMap of variables on a server per object for the purpose of syncing object changes with the client?

I am currently writing a server for a multiplayer game. I am trying to find a good solution for synchronizing GameObjects across the server. The server sends each client a snapshot of every object in ...
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1answer
248 views

Unit selection - logic & screen communication

I'm building a game using SFML, with disconnected logic & screen systems that run on different threads and communicate through synchronised buffers. Now, this system worked perfectly well when I ...
5
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2answers
460 views

Changing background texture by drawing on it?

Actually I'm sorry for the title, I'm not sure which short phrase will describe situation best. I'm porting (or remastering, I don't know which word suits better, maybe both) a Win32, pure C, DirectX ...
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2answers
159 views

Making online battles take time

Let's say I have an account on an MMORTS and I send my 10,000 strong army to a location on the map. I then shut off my computer. Another player gives orders to his 10,000 strong army to walk to the ...
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5answers
1k views

Most efficient language for rewriting a tile-based board game as a video game? [closed]

I've been working on a hex-based board game. Every time I make changes, especially changes that require redesigning the map, it takes a good chunk of time and money. It might be more efficient to ...
35
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5answers
3k views

How to avoid the GameManager god object?

I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me ...
2
votes
2answers
681 views

Writing a dynamic achievement system without hardcoding rules into the application

I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS ...
1
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2answers
789 views

Basic game architechture best practices in Cocos2D on iOS

Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's ...
3
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1answer
276 views

Architecture of an action multiplayer game from scratch

Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have ...
9
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1answer
526 views

How to keep a data structure synchronized over a network?

Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit ...
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1answer
294 views

When should one use the Abstract, Implements, or extends keywords? [closed]

I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond ...
0
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1answer
289 views

How far do I take Composition?

(Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and ...
1
vote
1answer
670 views

Frustum culling code architecture

I'm adding frustum culling into my game engine, but I have some design issues regarding the frustum and the cameras. Should the frustum be a member of the camera, or vice versa ? Should a camera be ...
10
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3answers
544 views

Does Unity have existing support for Timelines?

I am planning the development of a game in Unity3D, and trying to come to terms with what the engine has already provided, and what I must code myself. The game itself is going to be a rhythm game, ...
7
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1answer
449 views

Global keyboard states

I have following idea about processing keyboard input. We capture input in "main" Game class like this: protected override void Update(GameTime gameTime) { this.CurrentKeyboardState = ...
3
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1answer
174 views

Using allocators for different systems

I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
2
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4answers
853 views

Templates and game consoles

I have overhead in several times that templates should not be used on video game consoles, however, I never heard why or understood why. Why shouldn't templates be used on video game consoles, and if ...
2
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1answer
360 views

Attributes and Behaviours in game object design

Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
2
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1answer
260 views

Distributing an Android game with plugins via the market

I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the ...
5
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1answer
258 views

Where to store shaders

I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, ...
4
votes
3answers
2k views

GameState management hierarchical FSM vs stack based FSM

I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be ...
10
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3answers
3k views

Custom allocators used in game development

I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
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votes
3answers
4k views

Object-Oriented OpenGL

I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state ...
3
votes
3answers
709 views

Implementing a “tech tree”

Writing for android, but this is an abstract question for any OO language. Is there a "best-practice" for implementing a TechTree? Here is an example: Vegetation ->v Strawberries ...
7
votes
3answers
438 views

Profiling and containing memory per system

I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
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0answers
124 views

Where should I put my drawing code [duplicate]

Possible Duplicate: Should actors in a game be responsible for drawing themselves? How can I refractor the following, to move my drawing functions from the h-file into a GraphicsManager ...
4
votes
1answer
1k views

In a component/entity system, what's the correct way to implement entity-specific components?

I'm trying to create a basic C/E game engine for Android, and I'm trying to re-create pong as a basic warm-up. I currently have a EntityManager class that contains a list of all the UUIDs for its ...
2
votes
2answers
215 views

Why does my win32 call, contained in a Class method, fail?

Using a Direct3D Tutorial, I took the knowledge and encapsulated it into a class. The code builds in MSVC 2010 fine, and I've handled all compiler warnings pertaining to my project with the highest ...
3
votes
3answers
433 views

What are the techniques used to save space with very large levels?

Some days ago I was thinking "how would I store the real world into a continuous game level ?". I guess it must have been some challenge for RockStar engineers (for GTA 4 or Red Dead Redemption) or ...
4
votes
1answer
2k views

Managing Shaders and Objects in DirectX 11

The title explains my two biggest logical problems with developing a game. It's something I sit up at night thinking about, and that is "What is the most effective way to manage shaders" and "What is ...
4
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3answers
348 views

Calculating game map changes overtime when user is not even online e.g. farmville

With a game like farville, there is both processing during gameplay and when the user is offline (plants are growing, etc.) So many of the elements on the game map depend on time. Is there a trick ...
4
votes
1answer
304 views

How should I structure moving from overworld to menu system / combat?

I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. ...
3
votes
1answer
474 views

Browser game architecture considerations

I am currently working on a browser game. It's not my first one, but it is the most complex I have worked on to date. In the past, I would code everything in PHP, and have functions checking whether ...
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3answers
2k views

How to access SpriteBatch, Input, and ContentManager from all game screens?

I'm trying to make a Game State Manager and I'm using the Microsoft Game State Management Sample as guidance. However, I want a more simplistic design (no transitions, reflection, or support for ...
4
votes
2answers
2k views

Performance/architectural implications of calling SpriteBatch.Begin/End in many different places?

I notice some code samples only call SpriteBatch.Begin and SpriteBatch.End in the game's main draw method and then draw everything within that method through direct SpriteBatch.Draw calls or indirect ...
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2answers
1k views

Book about Entity System?

I'm really interested about the capabilities of Entity System. I'm trying to search for a good book on this one, but failed. I don't want to get lost on learning this paradigm so a book will be a big ...
5
votes
1answer
286 views

What's the right/standard way of achieving separation of concerns?

Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much ...
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3answers
1k views

For learning purposes only, is creating a game engine or using one such as Unity3D or UDK better?

Alright, let me start off by saying this: I've seen multiple threads comparing creating custom game engines to already created game engines such as Unity3D or UDK, but none of the threads I've found ...
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2answers
382 views

Implementing Power-Ups in a game

I'm making an Arkanoid or Brick Breaker game, but I got confused when I wanted to implement power-ups. The idea is that when you destroy a brick, a powerup-block falls down, and if you catch it you'll ...
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3answers
192 views

A question regarding how to respond to 'events'

What is the best practice to use when events happen in a game? For example: You have a sensor. When a particular game actor is near that sensor, a sound must be played and a door must be closed. ...
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2answers
1k views

Roguelike Class Structure Makes Everything Effectively Global

A brief rundown of the hierarchy of the game data objects: Configuration - loaded from XML files, has Descriptors, among other things Atlas - has a Configuration, has a CreatureInstance(represents ...