Engine-design related questions. How code is structured.
3
votes
2answers
67 views
Using a programmable pipeline in a game engine
As a learning experience, I'm developing my own 3D game engine using OpenGL. I'm a little confused as to how to implement my rendering engine such that it uses a programmable pipeline while still ...
1
vote
0answers
34 views
Events with Entity Component Systems
I'm currently working on an HTML5 top-down simple RPG game, and as a learning experience I'm building my own little engine from scratch. After reading around a little I decided to go with the Entity ...
0
votes
0answers
29 views
Open source pet / toy games or suggestions for semi-early learners that can help establish solid patterns?
I have two sons (around 13) who are wanting to develop a simple game that is very pet centric as a "first foray" into building games. I suggested something like that as it is fairly simple and ...
2
votes
1answer
125 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 ...
14
votes
5answers
813 views
Do you actually use diagrams to model games?
I mean mostly UML but any method that works is viable. So - do you actually model your games with UML/other diagrams or different methods? I had a subject at my university about modelling with UML and ...
4
votes
5answers
926 views
What is the best approach to resource management in game design?
I studied computer engineering before but have been lagging in the technical aspects as of late.
Seeing as I think it would be to my advantage as a designer to understand how resources are used and ...
0
votes
0answers
44 views
What's the most efficient way to merge two arrays of game sprite objects? [closed]
I've been thinking of using LinkedLists and its list1.addAll(list2); method, but a post on this thread suggests that it's a bad idea and I'd be better off just merging two arrays.
What is the best ...
-1
votes
0answers
30 views
Need advice on handling instances of new game
I am working on my first game in c#. It it a text-based game using Windows Forms. I was brainstorming on the best way to manage all of the data and thought about containing all of the information ...
1
vote
2answers
244 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 ...
8
votes
5answers
322 views
How can I update Display settings from an Options screen without restarting?
I'm currently creating a 2D RPG in C++11 with Allegro 5 and boost.
My goal is to somehow update my game settings when an option is changed in the Options Menu. I don't want to force the user to ...
11
votes
2answers
1k views
Is this the right architecture for our MMORPG mobile game?
These days I am trying to design architecture of a new MMORPG mobile game for my company. This game is similar to Mafia Wars, iMobsters, or RISK. Basic idea is to prepare an army to battle your ...
4
votes
2answers
482 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 ...
0
votes
0answers
17 views
Design issue: World class only contains Rigidbodies but custom objects need further updating
BACKGROUND:
My World class that is responsible for updating the physics for each object in the game contains a std::vector of Rigidbody classes.
As Rigidbodies are added to the world, they are also ...
0
votes
1answer
104 views
How do real-time games like starcraft 2 and league of legends transmit and broadcast data during play? [closed]
How do real-time games like starcraft 2 and league of legends transmit and broadcast data during play?
Is all real-time data transmitted to and from the server in udp packets?
Do users directly ...
4
votes
2answers
218 views
Separate classes communication
Lets say I have a key and door. My third class (player) needs to pick up a key and open the doors. How should those objects communicate without making too much dependencies between them?
2
votes
1answer
128 views
Different kinds of movement in component based entity system
I am writing a pong clone with a component based entity system.
But I am having trouble with the different kinds of movement in the game.
The problem is the following: My paddles will just move up ...
1
vote
1answer
155 views
Tilemap collision in component based entity system
I am trying to set up a collision system for a tilemap in my component based entity system, but having trouble with figuring out how to do so.
Currently I have the following approach:
My tilemap ...
16
votes
4answers
2k views
“The Game Object” - and component-based design
I've been working on some hobby projects the last 3-4 years. Just simple 2d and 3d games. But lately I have started a bigger project. Soo in the last couple of months I've been trying to design a game ...
2
votes
2answers
105 views
Correct utilisation of gameloop (Android)
When using a gameloop like (much simplified)............
updateLogic();
render();
How does one perform 'single' operations? I mean, things like triggering sounds (which will only be played once), ...
7
votes
1answer
491 views
Separating logic and data in browser game
I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far:
There are two (so far) types of entities ...
1
vote
3answers
182 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 ...
8
votes
3answers
2k 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 ...
6
votes
2answers
827 views
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 ...
1
vote
0answers
43 views
User interaction and Component based architecture [duplicate]
I'm working at my first game and I've decided to build a simple component based engine.
I found really useful to work in that way but I still miss some fundamentals probably.
Let say that I have a ...
-1
votes
0answers
93 views
Logic in an Object Oriented Architecture [closed]
Good evening.
Recently I've been thinking of making a simple TBS game in Java for fun and I was wondering if my logic is correct.
Basically, I have the following classes:
public abstract class ...
0
votes
1answer
118 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 ...
0
votes
2answers
110 views
making different kind of bullets
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
82 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 ...
9
votes
3answers
611 views
How do I make complex AI manageable? [closed]
In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system.
I've heard about ...
14
votes
4answers
2k views
How to implement behavior in a component-based game architecture?
I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture.
Say I have a following player character that can ...
0
votes
0answers
35 views
Refactoring Sprites to their own classes OpenGL es 2 [closed]
I was following along with http://www.raywenderlich.com/9776/how-to-create-a-simple-2d-iphone-game-with-opengl-es-2-0-and-glkit-part-2 and I've hit a wall. I can't for the life of me figure how to ...
11
votes
4answers
770 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, ...
8
votes
3answers
4k views
Best solution for multiplayer realtime Android game
I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best:
Make server on PC, and client on mobile, all communition ...
4
votes
2answers
353 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 ...
1
vote
0answers
53 views
Paylines and Pay dots in Slot Game
I'm working on a HTML5 slot game and completely stuck on the pay lines and the dots that produce the lines from 1 end to the other.
Can someone tell me what's the logic behind generating random ...
7
votes
2answers
416 views
Has Silverlight got a future in the online Game world?
We have spent several months planning, testing and developing a new game. We have been trialing a host of Platforms (Java Applet, Desktop Via XNA, Flash etc) and Silverlight was pretty much our ...
1
vote
1answer
45 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 ...
2
votes
1answer
221 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, ...
13
votes
5answers
736 views
Dictionary of common names for code objects
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 ...
0
votes
0answers
55 views
Syncing entities in a totally shared multiplayer environment
Typically, networked games designate a server (or host player) as being authoritative over all state shared between the players. Clients still simulate their own state, but also continuously ...
87
votes
8answers
12k views
Why are MVC & TDD not employed more in game architecture?
I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games.
But coming from trying to employ 'enterprise' coding practices in web apps, looking at ...
1
vote
1answer
128 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 ...
5
votes
1answer
212 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
1answer
244 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
279 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 ...
4
votes
2answers
159 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 ...
26
votes
10answers
3k views
Alternative to Game State System?
As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", ...
37
votes
10answers
6k 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 ...
1
vote
0answers
123 views
Game editor architecture
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 ...
2
votes
3answers
1k views
Building an XNA Game Engine: Loading Sprites outside of LoadContent()
I'd like to build an engine in XNA, primarily for a 2D RPG. At first, I began abstracting out some classes and built a Sprite class which wrapped a Vector2 and a Texture2D, and tried loading in ...

