Engine-design related questions. How code is structured.

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6
votes
2answers
826 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
2answers
243 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 ...
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 ...
2
votes
1answer
123 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 ...
0
votes
1answer
117 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 ...
3
votes
0answers
358 views

Any recommended books/resources on component-based design?

I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited ...
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 ...
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 ...
1
vote
0answers
103 views

What part of my engine should load images and fonts?

Right now, I have an AssetLoader interface, which has one implementation per platform. There can only be one instance of it, because it has some state (e.g. the path to the APK on Android). It has ...
1
vote
0answers
122 views

How do I keep user input and rendering independent of the implementation environment?

I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that ...
1
vote
0answers
54 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
16 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
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 ...
0
votes
0answers
64 views

Using boost function to wrap execution of a boost signals2 signal

I am considering using the boost library to design a simple yet effective callback event notification framework for my game application. The idea is that objects that can raise events would have a ...
0
votes
0answers
76 views

custom action - class design

I have a character sprite which walks to different points frequently. The walking animation is a CCSpawn of CCMoveTo and CCAnimate, where CCMoveTo moves the sprite in screen and CCAnimate show walking ...
0
votes
0answers
81 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 ...
0
votes
0answers
133 views

How game engines handle transactions between users?

my question is about situation when there is action between players at game (like items exchange, players money/tokens billing change). I know this depends on many factors, but please look at one of ...
0
votes
0answers
121 views

Passing around references to objects

I've previously made a game using a system like this (psuedo code): ConstructGameObjects() { //these are all globals player = new Player; enemies = new list; } updategame() { ...
0
votes
0answers
629 views

artemis entity system framework questions (All about FRP)

I'm integrating artemis entity system in my IOS engine. Everything is working nicely but there are some tasks that I'm finding difficult to achieve. Artemis works around components and systems. ...
-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 ...