Engine-design related questions. How code is structured.

learn more… | top users | synonyms (2)

3
votes
1answer
233 views

Entity Component System for HUD and GUI

This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split ...
0
votes
1answer
33 views

Proper way for Player object to communicate with Map object?

I'm writing my first game (in javascript / node over websockets) and am running into a bit of chicken and egg problem, and am afraid how I'm doing it right now won't scale once the game gets more ...
0
votes
1answer
28 views

Server Side : How to manage “delay” action/event like attacking?

at the moment I'm writing a game server, so I made an event "handler". I mean, if a player send to the server "I move" it fire a function, so I think I'm doing well at the moment. But there's a ...
1
vote
0answers
120 views

Abstracting Game Logic from Game Engine

I've seen that the Quake 3 Engines uses QVMs and DLLs for the gamelogic. Unity uses some kind of Component-Entity system. My question is basicly: What's a good way to keep the engine seperated from ...
1
vote
0answers
44 views

Export matrices or IPOs?

I'm currently working on an exporter for Blender and corresponding importer for my engine, but I believe the same concepts apply to any other 3D animation software. When it comes to export animation ...
1
vote
0answers
128 views

Saving/loading code structure

I have a tree of game entities composed of components. I want to save/load everything to xml file, where my saving/loading code must be located: Scene class containing root node and functions ...
1
vote
0answers
62 views

Implementing Tools in a Toolkit

I've been building a toolkit for my game and recently decided I needed a history system as well as clean out the mountain of event handlers building up in my code. To do this, I've started using ...
0
votes
0answers
21 views

How can I avoid duplication of jBox2D physics attributes?

I'm using jBox2D for physics and collision detection in a game engine with an entity-component system. It works, but I'm unsure how to structure my code with respect to the values represented in the ...
0
votes
0answers
58 views

How can I position different size creatures in a group automaticly

I'm doing a game (in xna) on my free time, as I'm not in the game market, I'm pretty sure I'm missing something that would help me get this right. Think of Ogre Battle. A group of unit moves, and ...
0
votes
0answers
96 views

Different Spawning Target Pattern on a Music Game App (Prototype)

I'm using Gtomee's audio spectrum decoder tutorials (from sample video or codes at GitHub) to create its own spawning pattern according to what music it played. It worked pretty nicely despite this ...
0
votes
0answers
463 views

Component based architecture - Rendering approach?

I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...