Engine-design related questions. How code is structured.

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0
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2answers
73 views

Good Configuration Manager System Design for medium-large sized projects?

I've create smaller games which simply needed a class which basically opens an INI file (with feather-ini-parser library) with config values for the whole game (rendering ops, music, bindings). But I ...
0
votes
0answers
27 views

Architecture vs Performance [Java; Android game] [on hold]

I'm make a sandbox game on Android and can't decide how best way. Has is a significant difference in the performance in Example 2? ~800 tiles drawing on screen 60 times per second. Example 1 (6400 ...
1
vote
1answer
80 views

How do I let a game support different rule sets?

I'm making a MUD game engine that supports D&D , Pathfinder and other tabletop-RPG rule sets. I am starting to build out how characters interact with the world (e.g. dialog, battle, searching for ...
0
votes
2answers
36 views

Custom key binding/mapping

Currently I am starting to develop my first serious game. Before the games are all training, and learning how to do things in a good way. Unfortunatly, I've missed a big part in my preparation: Key ...
1
vote
1answer
49 views

Bubble shooter clone, structure for storing/adding of bubbles

Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
0
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0answers
32 views

What is a scalable server-side architecture for an online game with 100s of players, one turn per minute? [on hold]

Say you have an idea for a browser based game. Maybe call it "micro"-turn based, where turns run every X seconds (maybe 10 to 60.) You want to support 100 to 1000 people in a game. My first thought ...
0
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2answers
31 views

Questions about property-centric game object runtime

I was reading Game Engine Architecture by Jason Gregory So according to him, I should use an array of entities, and arrays for each property, such as an array gameObjectsPosition, ...
2
votes
2answers
418 views

How do I write a wave-spawning system for a shoot-em-up?

I recently played Knightmare Tower and was amazed by the way how different monsters are beign spawned. I'm aware of time-based and count-based spawing systems in shoot-em-ups. Count-based systems ...
0
votes
1answer
25 views

How to deal with game states in LOVE for Lua [closed]

so I'm just starting out in designing games and I'm not quite sure what the most efficient (see: easy for developer not to get lost) method of differenciating between states is. I came up with the ...
0
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0answers
49 views

2D Drawing architecture

I want to create something like a game but I am going to use Direct2D and GDI for drawing API.My problem is that I want to separate drawing code from objects. For example lets say I have conduit ...
0
votes
1answer
52 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 ...
0
votes
1answer
51 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: ...
3
votes
5answers
918 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 ...
0
votes
1answer
60 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 ...
1
vote
2answers
99 views

Implementing monte-carlo tree search in a tile based game with units

I have this simple risk-like game I would like to develop an AI for. Players move their Units on the map and a simple fight resolution is done. There is a time constraint of 100ms for each round, the ...
0
votes
4answers
306 views

Entity Component Architecture and Scripting without using threads

I am working on a small game engine for practicing purpose and also for putting some of my ideas into action. What I have so far is a couple of systems for rendering, sound etc. The next step is to ...
1
vote
2answers
117 views

Elegant ways to handle rendering with DirectX 11

I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects. Lots of game development guides talk about how to handle the game objects themselves, ...
43
votes
8answers
7k views

How can I avoid having many singletons in my game architecture?

I use cocos2d-x game engine for creating games. The engine already uses many singletons. If someone used it, then they should be familiar with some of them: Director SimpleAudioEngine ...
0
votes
0answers
17 views

How to draw borders onto a map in Unity? [duplicate]

I am trying to design a map for my strategy game and Unity seems to have a lot of very helpful tools that simplify the process. I am trying to make a territory system in Unity (using the C# language) ...
21
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3answers
2k views

Command Ordering Architecture of Dwarf Fortress

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
-1
votes
0answers
63 views

InputManager/InputDevice design for large-scale, script-friendly game engine

I'm asking for a bit of help. Right now i'm stucked from days to create an decent InputSystem class with abstracted InputDevice in C++, i tried many input system/managers code, i tried to adapt it ...
39
votes
3answers
3k views

Why do tutorials use different approaches to OpenGL rendering?

http://www.sdltutorials.com/sdl-opengl-tutorial-basics http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/ These two tutorials use completely different approaches to ...
0
votes
1answer
35 views

Application components dependancy and decoupling

In my client application I have two major components: GameCore - wrapper that handles everything about running the actual game NetworkClient - A layer that takes care of ...
0
votes
2answers
102 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
2
votes
3answers
234 views

How do you filter entities in an Entitiy Component System?

I am currently writing my own ECS in C++ and I am using std::bitset. I register a component at compile time and give it an ID. Position has ID 1 Direction has ID 2 .. ...
0
votes
1answer
188 views

Organising data of a turn-based strategy

I'm intermediate in Java but novice in everything which is on the server-side. I've set myself a task to rewrite an old game, so learning Java is more fun. It is a space turn-based strategy. The ...
5
votes
1answer
771 views

How do particle systems work?

I want to implement a particle system in my game, but I've never programmed a particle system and don't know where to start. I only want to display pixels (GL_POINTs) with different sizes in ...
0
votes
1answer
59 views

In lockstep networking game, how to handle sudden lags and disconnection?

I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet. I have read a lot of articles about lockstep ...
4
votes
3answers
169 views

Decoupling AI from game logic

Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
6
votes
2answers
157 views

Decoupling assets, instances and the rendering module [closed]

I am trying to redesign a home-grown hobby engine. It became apparent that it was far too tightly coupled and so I'm trying to redesign it in a more modular way. Unfortunately, I'm baffled by the ...
9
votes
2answers
223 views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
2
votes
3answers
113 views

Is this a viable architecture for lag compensation?

In some games/engines (such as Source), the server compensates for latency by applying player inputs in the past. Whenever the server receives a player's input for a frame, it rewinds the game to the ...
0
votes
0answers
49 views

Is there such thing as a design pattern for game character attributes? [duplicate]

I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example. They player ...
0
votes
2answers
95 views

How to hit an enemy, or “how do entities interact with each other?”

The title might be a tad simple for the purpose, but bear with me. I'm a tad lost about how to do the interaction between game objects. I use an entity-component-system framework and I've got the ...
95
votes
9answers
11k views

Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: ...
0
votes
1answer
96 views

How to create sandbox game [closed]

I have a lot of experience with programming but I'm new in game development world, so I don't know what I don't know. I want to create a MMORPG sandbox game. When I say sandbox game I have something ...
2
votes
1answer
83 views

How can I architect my game tools to allow for easy extension?

In the code for the toolkit for my game, I have a concept I've been calling "contexts." Each context refers to, essentially, different tools (SelectionContext, DrawTerrainContext, et cetera) and ...
-1
votes
3answers
457 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 ...
6
votes
4answers
665 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 ...
0
votes
1answer
106 views

Render system should know entity manager?

in an ecs based game architecture, I think the entity manager is a "high-level" system, and the render system a "low-level" system. When I move my entity (that means I edit the position component of ...
14
votes
4answers
2k views

Should a socket server and game server be separate processes?

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
1
vote
1answer
77 views

Where should I put the SDL_Renderer* using the ECS with SDL2 and C++?

So I'm still learning about ECS (Entity Component System) and whenever I'm thinking about the architecture and actual implementation, I just can't figure out where should I put the SDL_Renderer*. So ...
8
votes
1answer
350 views

Implementing a Graph-Based Material System?

I'm trying to wrap my head around how material systems like this, this are implemented. These powerful and user-friendly, graph-like systems seem to be relatively common as a method of allowing ...
56
votes
8answers
21k views

Why don't more games use vector art?

It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists ...
2
votes
1answer
150 views

Modular enemy behaviour in a shmup - Delegates unsuitable?

I'm creating a shmup type game and trying to implement the enemy wave system, which includes the associated enemy behaviours like their movement and bullet patterns. I've tried to separate the ...
0
votes
1answer
120 views

Modeling object oriented snakes and ladders

I'm trying to create a basic clone of Snakes and Ladders using object oriented design. I'm struggling to model my objects and their relationships. For the time being I'm interested in moving players ...
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 ...
0
votes
1answer
350 views

Communication pattern in Entity Component System

I'm putting together a ECS for my game with another two main components: an event bus for communication and a Lua interpreter to load scripts. Now, the parent element is a framework/game object with ...
13
votes
6answers
2k views

OOP architecture for Hero with many attributes

I'm about to start a simple browser text RPG, with characters that can (passively) fight other people. This involves a list of about 10 skills like strength, dexterity and so on, with additional ...
0
votes
1answer
44 views

Class design for a risk-like game [closed]

I'm currently coding a AI for a risk-like game, but I'm not sure how I put even the base classes together. I've read a lot about game design patterns, entity component designs and such, but I've ...