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

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2
votes
2answers
151 views

Unity : callbacks in component based design

I am trying to use component based design in Unity3d v5. If I have 2 separate C# scripts attached to enemy ships like below: Script1.shipDead() - Remove game object and show explosion animation ...
3
votes
3answers
1k views

Visitor-pattern vs inheritance for rendering

I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, ...
11
votes
2answers
926 views

What are the benefits of using an entity ID system?

I'm currently reading the book Programming Game AI By Example. The book mentions assigning unique ID numbers to each entity in the game. Often when entity A needs to contact entity B, A gets a ...
0
votes
1answer
82 views

Resetting scene state

i was wondering what are the best practices for restarting the game, say for example in a platformer game when you die the game restarts and you have to reposition all the characters or reset the ...
2
votes
2answers
218 views

Data model design using Core Data and Spritekit

I have a entity called Item, and every item can have two or three bonuses... What would be a good model design in this situation. I can think of something like: To have many optional attributes ...
0
votes
2answers
265 views

Good design for skills (heal,dmg etc)

I'm trying to create a good designed "skill system" for my game, but curious if anybody knows a good design? Skills can Heal,Damage ofc, they can be single target,multiple(chain), AOE. Instant ...
5
votes
3answers
664 views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People here suggested that when spotting a ...
7
votes
2answers
197 views

Good techniques for syncing gameplay actions to specific animation timings?

So I've come across an issue in the game I'm working on, but it seems to be a pretty fundamental thing that probably comes up in a lot of games. My game requires that some gameplay function occurs ...
0
votes
1answer
54 views

FSM AI design with no accept states

I'm new to game development and design, I've been looking forward to doing FSM AI design as it seems interesting to me, but I have a question that I see no answer for in the internet. I've seen FSM ...
15
votes
4answers
540 views

Can I use feature creep to my advantage?

Can I use feature creep to my advantage? Every time I prototype a game, features are inadvertently added. This happens either through coincidence, or it happens to be easy to add based on existing ...
1
vote
1answer
48 views

Allowing a unit to equip only certain types of weapons

I'm making a FireEmblem style game, and I am working on items at the moment. I have a Weapon class from which Sword, Axe, etc. are derived. I also have character classes like Swordsman, Mage, etc. I ...
1
vote
1answer
46 views

Global variables in a multiplayer environment

I would like to know what's the best approach to solve this problem. In a racing game, i need to create the final result chart. In a single environment i've tought something like: private string [] ...
0
votes
0answers
23 views

Component systems: No inheritance hierarchy at all, or a basic one? [duplicate]

(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one). Until recently I implemented all my games using an inheritance ...
3
votes
4answers
234 views

Architecture design in “buff-heavy” game? [duplicate]

I've been trying to wrap my head around this architectural design problem. Think of a game that has lots of spells and buffs (World of Warcraft, Diablo II etc), i.e. spells may cause buffs on ...
0
votes
0answers
30 views

std::vector clears after every frame? [on hold]

I execute the following code each frame std::vector<DataType>& data = bigData->moreData[i]->evenMoreData[j]->data; Why does the vector get destructed after I finished drawing the ...
0
votes
1answer
43 views

Entity-components pattern and memory management

I indent to use a level-entity-components hierarchy in my c++ game engine where level is just a placeholder for entities. However, since I'd like to setup all the levels at once (and thus entities and ...
8
votes
3answers
2k views

Is Domain Driven Design good for games?

I've just read about Domain models and it enlightened me since I've been developing a game that has a class which only holds data (few behaviors/methods). I assigned the job of handling these classes ...
0
votes
0answers
19 views

Stack, list or array for screen/state management. (XNA/MonoGame) [closed]

I am wondering the best approach to manage game state in monogame. My first thought is have a screen class and keep them in a collection with either isFocused properties or use like a stack and the ...
2
votes
0answers
51 views

How can I connect multiple explorable regions into one large map?

I am planning a 2-D science fiction game involving spaceships. A major thing that I am having trouble figuring out is how to create a 2-d array of smaller maps that the player can explore. My ...
2
votes
3answers
1k views

Rendering order in an Entity System

Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
0
votes
2answers
121 views

TCG Board Architecture

While I was, sort of, studying the various TCGs around, concepts, similarities, differences and how they could be implemented, if designed to be in a virtual environment (e.g. PC game) I obviously ...
3
votes
0answers
74 views

Tick frame: update order problems

Sorry, it's a bit long story but I hope you can help me. First of all: I have an entity class called SceneObject. The SceneObject has components (eg. RenderableMesh, Camera) and transformation data ...
0
votes
1answer
50 views

Targeting logic for 100.000 units army

I am making an army fight for my website armyfight. There can be fights of hundreds of thousands units. I am looking for better unit targeting. in jsfiddle is an example. var enemy = { 2: { ...
0
votes
0answers
22 views

Platformer command queue - not sure how to proceed

While trying to figure out how to implement platform agnostic input handling for a platformer, I've discovered the command pattern and I liked the idea so I wanted to take it a step further. I got ...
3
votes
1answer
51 views

Ability/Skill Data and Method Structure (C#, Unity3D)

So I've come to design my game which players will be having a unique set of skill or ability to come with. I can store skill name, mana cost, cooldown, etc in database which each skill have in common, ...
6
votes
0answers
199 views

Entity component system - game progression

I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this: I've been reading about ...
0
votes
0answers
34 views

How to handle rooms in a lobby based MMO server architecture? [on hold]

I'm planning to develop a room based MMO server for an HTML 5 game. The architecture is easy to figure out how to handle things when the server is a whole, and not seperated to rooms. But I can't ...
1
vote
0answers
45 views

When NOT to use ECS architecture? [closed]

I'm familiar with the notion of entity-component-system architecture, and its advantages over traditional class trees. That being said, are there scenarios where one wouldn't want to use ...
3
votes
2answers
209 views

How to organize level blocks in an Infinite runner

I'm working on an Infinite Runner game. I have created many level blocks(sections) with different obstacles and pick-ups for the player. They are positioned and placed manually, in such a way, to give ...
2
votes
0answers
33 views

Moving Draw functions out of GameObjects

This is basically the issue as in Tactics for moving the render logic out of the GameObject class with the topic already discussed here and here However I'm not really satisfied with the given ...
7
votes
4answers
1k views

Any learning/studying material for C/C++ that use game programming as learning context out there? [closed]

As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am ...
4
votes
3answers
268 views

How to understand huge code bases? [closed]

I read about game loops, read tutorials of simple games like Asteroids and programmed them by myself. Nevertheless if I try to start reading code of a game with many many thousand lines of code, I ...
0
votes
2answers
82 views

How are Objects rendered or updated, when there's a Pool class?

I have a State (Title State for example), that has the ResourcePool (getImage();getSound(); etc.) and a list of the GameObjects. How do GameObjects get access to the Resources in the Pool they need? ...
0
votes
0answers
29 views

NodeJS timed update approach

My game has users building buildings, recruiting units, trading resources and sending attacks. All of this functionality takes a certain amount of time to happen and I'd like help with deciding on the ...
1
vote
1answer
101 views

Libgdx: Check collisions in Stage among actors

My goal is to check collisions among the actors that are in the Stage. My question is: is it necessary to maintain a list for each type of actor I have? Doing that I get 3 problems, 2 bad design ...
1
vote
1answer
42 views

game server - fault tolerant

If you have for example an MMO with 2000 players, and players are constantly removing / creating / swapping items (and doing some other important things that can't be lost). If the updates are saved ...
0
votes
1answer
63 views

Is window creation decoupled from game engine?

I'm new to game development, and I was wondering about a architecture question. The window creation code in C++ is given by doing the following: Fill out a WNDCLASS struct Register the window class ...
1
vote
1answer
36 views

How can I reduce writes-per-second when saving player data to a database?

Consider a game where the player has some profile or save data stored in a database. What I want to understand is, for things that effect the users score or level, there could be so many factors that ...
8
votes
2answers
4k views

What should be contained in a game scene graph?

Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state ...
1
vote
0answers
32 views

How could I achieve an iOS high detailed level design for a platformer?

I'm seeing a lot of games that use a predefined and repeating set of tiles for their level (like FlappyBird or the Super Mario game series). I'm a graphics designer so I would like to create levels ...
0
votes
1answer
55 views

How to desing an RPG system with regard to PVP [closed]

When you design a RPG system focused on PVE, one usually goes "mob of level X has Y hp and Z damage". How about when we do PVP with multiple classes? Lets say we go Diablo, so we have ...
2
votes
2answers
3k views

HTML5 point and click adventure game code structure with CreateJS

I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap ...
0
votes
0answers
36 views

What are the benefits of decoupling the input system from the gameplay system?

I want to decouple as many systems as possible from the main loop. Probably the most beneficial would be to decouple the renderer and the gameplay system. But I am wondering about what I should do ...
0
votes
2answers
125 views

Backend for data-driven multiplayer game

I am working on a match-based (5v5) multiplayer steam game that is similar to TF2, LoL, Dota 2, etc. I am planning a data-driven approach where character/abilities/items/etc are defined in data ...
3
votes
5answers
360 views

How can I make this day/night cycle computation repeat?

Here's my code for a day/night cycle. I have it set up so that when time (Statistics.duration) is the right number, the light levels switch. It works great, but I'm at a loss for how to make it work ...
0
votes
1answer
92 views

How should my engine Identify objects

I'm making a fairly basic openGL 3D engine, at the moment, when you load an object, you would write manager->LoadObjFile("cube.obj"); manager->AddParent("uvmap.bmp", "cube.obj", "cube", ...
18
votes
11answers
4k views

How do I ensure a piece of code runs only once?

I have some code that I only want to run once, even though the circumstances that trigger that code could happen multiple times. For example, when the user clicks the mouse, I want to click the ...
0
votes
3answers
183 views

Correct architecture for weapon class in RPG

So, I'm a little stuck on what the best way to implement weapons is. The problem I'm running into is, what exactly is a weapon. I have a Player Class that has an attack method. public class ...
4
votes
4answers
192 views

How decoupled should game logic and rendering be?

From a data perspective, how decoupled should game logic and rendering be? How much does it have to know about each other? Take a look at the following example. I'm going to use javascript because ...
3
votes
2answers
100 views

Designing ability interaction system

I am making a turn based game where player chooses a team of heroes with specific abilities for each of them. (ex. stun one enemy, deal 20 damage to all enemies, heal 10 HP to one ally,...) The design ...