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

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1answer
89 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 ...
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0answers
45 views

What is the best way to add a grid to a 2D tile city builder?

Alright guys, I'm new to Unity and Game-making, forgive me if theres a obvious answer or an existing answer. I've searched a failed. I'm trying to create a small 2d top-down game in unity. It's ...
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1answer
39 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 ...
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1answer
53 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 ...
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1answer
35 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 ...
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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 ...
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0answers
22 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 ...
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1answer
49 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 ...
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0answers
30 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 ...
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2answers
172 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 ...
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2answers
107 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 ...
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1answer
84 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", ...
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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 ...
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3answers
169 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 ...
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4answers
178 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 ...
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2answers
88 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 ...
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1answer
47 views

What is the exact difference between the game and game engine? [duplicate]

I thought game engine are something like Unity or Unreal. They have a editor with scene editor, some Physics library, some scripting editor and tools to improve the workflow of developer. Furthermore, ...
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2answers
13k views

What is the standard C# / Windows Forms game loop?

When writing a game in C# that uses plain-old Windows Forms and some graphics API wrapper like SlimDX or OpenTK, how should the main game loop be structured? A canonical Windows Forms application has ...
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0answers
32 views

what is an elegant way to add a border to a hexagonal grid

At the moment in my hexagonal map generator, I am working from the idea of generating the grid, doing some nasty conditional logic to check if grid position is within the scope of the border and ...
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1answer
126 views

How to implement specific custom events in an Event Condition Action (ECA) game system?

A while ago I implemented a simple event-condition-action system for my game trying to emulate the Warcaft 3 trigger system (in a small scale, of course): So far, it works fine, but there is ...
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3answers
129 views

Is it a bad practice to add helper methods if the class is intended only for data? [closed]

For example, if I have something like: class ItemData { public int cost; public int level; ... public List<ItemData> childItems; } And I'm aiming to separate ...
48
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10answers
14k views

Game State 'Stack'?

I was thinking about how to implement game states into my game. The main things I want for it are: Semi-transparent top states-being able to see through a pause menu to the game behind Something ...
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1answer
42 views

How to efficiently organize different game zones with different functionality?

For now I have a list of basic data class like position in game world, dimensions, type and stuff like that, but since I am starting to implement their functionality it seems kind of a bad pattern, I ...
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4answers
1k views

“Time Control” in a 2d Platformer

I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I ...
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4answers
587 views

How do I deal with scale of the universe when generating a simulated universe?

I have a dataset of 100,000 actual stars. I wish to create a game where I can fly between the stars and fly up to them and click on them etc. How do I go about dealing with the problem of the scaling ...
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1answer
59 views

Managing game states (states flow, controlling the state machine…)

I am currently struggling really bad to make the game states management. Before we dig into the problem, I must point out that I do know about state machines, I do have both implemented (states and ...
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1answer
48 views

Can Soomla directories be safely moved one directory down in Unity?

I'm integrating in-app purchases in my game. To do so, I chose to use Soomla (http:soom.la) asset. I use the free version registering for the grow bundle. I've downloaded a unitypackage named ...
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0answers
31 views

Unity State machine behavior practice

I have few scripting design question regarding the SMB. I am excited to apply the state machine pattern after learning about it to my players and monsters alike and was so happy that SMB is exactly ...
3
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2answers
999 views

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

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 ...
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5answers
2k 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 ...
0
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0answers
48 views

What is the best way to represent a large field of objects while using minimal resources?

I have recently started to plan a project in Unity that will be for android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will ...
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1answer
220 views

Client/Server best way of telling client which player it is

I'm making a client/server, everything works grand its very simple, a simple login system, ID, empty variable and the X and Y positions of the player. Should my server tell my client who it is? and ...
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0answers
37 views

Java - Component Based Architecture applied to Entities

I've recently been getting my game a lot more of functions for the entities: growing, IA, colours depending of season, position, magic, teleportation an d a lot more. The problem was that for ...
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0answers
122 views

Game loop architecture using WPF(MVVM) and C#

Could i get some suggestions on how to implement a game loop whilst using WPF(MVVM) and C#, I am a professional developer and understand the technology well. The game loop usually contains a Init(), ...
2
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1answer
88 views

Websocket Scalability w/ Player Skills

About 8 months ago I made this thread. And received a lot of valuable information from the community. I have switched to nodejs since then and am finishing up my game, but am deeply concerned about ...
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1answer
97 views

Relation between game systems and components in a component-based architecture?

Based on a question I previously asked here regarding to decoupling input from other components of an entity I developed a small component architecture on top of XNA to understand how everything works ...
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2answers
2k views

RTS game unit structure

I want a way to make a lot of different units without having to program stuff like moveTo and Attack actions more than once The way I see it, there are 2 ways I can do this. A single generic Unit ...
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3answers
303 views

Should I store game settings in my game data class?

I'm working on a small-ish 2d fixed shoot 'em up for iPhone. I have a master Game object that stores lives, score, current level, etc... The game will have some other persistent attributes like ...
2
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1answer
236 views

Should I implement Entity Component System in all my projects?

I'm not here to ask for any specific code implementation, I'm here just to make my ideas clearer. But let me explain the situation: I have already developed some little and amatorial game projects ...
4
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2answers
318 views

Complex system-component dependencies in entity-component system?

I am trying to design a typical (data-oriented) ECS engine. The issue I am struggling with is that my rendering system have to rely on two different sets of entities to actually do rendering. My ...
3
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2answers
870 views

What threading strategy does a game like Transport Tycoon use? [closed]

Transport Tycoon is a simulation game where you control a transport company, place railroad tracks and trains, airports, bus depots, boats etc. Now the game is about 15 years old and I remember ...
0
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1answer
37 views

Storing player data for multiple players in libGDX

I'm working on a game (in libGDX) that would allow multiple player accounts. I need to store some simple user data (several key-value pairs). I think JSON is the best for my needs, but I'm wondering ...
5
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1answer
907 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 ...
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0answers
40 views

Strategies to make it difficult to cheat + easier to identify cheaters in Javascript/HTML5 game [duplicate]

I intend to have a Javascript/HTML5 game with a global leaderboard. I have devised a very simple system for submitting highscores as follow: When the game finishes, the game client makes a POST ...
0
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1answer
86 views

Organizing Setup(), Update() and Draw() function in a game engine

I'm creating my first game engine and I want help with organizing the Setup(), Update() and Draw() functions in the correct way. Here is how my main() function looks like /* BEGIN main() Function */ ...
3
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1answer
69 views

How to store renderer vertex / index data in scene graph objects?

I have a SceneNode class which contains a Mesh instance. The Mesh class stores client side information such as vertex and index arrays (before they're uploaded to the GPU). I also have an abstracted ...
118
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1answer
24k views

What is the role of “systems” in a component-based entity architecture?

I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting. However I don't know how this completely works with the ...
3
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1answer
76 views

Ideal draw order - sort primarily by distance or material?

When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising. The first is to batch draw calls by their material. This minimises shader changes ...
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2answers
173 views

Double buffer - Managing Collision

I'm thinking about how I should manage collisions in my game. I'm thinking about having a "Collision" class that checks for collision, and in case takes actions to resolve them. My problem is this: ...
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1answer
76 views

How do I structure AI that uses both Behavior Trees and Pathfinding?

Architecturally, what are the best practices for how these two concepts interact with each other? For instance, say I have an asteroids like game where the AI player must dodge floating asteroids ...