Engine-design related questions. How code is structured.

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4
votes
3answers
371 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
61 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 ...
0
votes
1answer
98 views

Handling player and AI in a component based structure dynamically?

I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
0
votes
1answer
58 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 ...
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
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
60 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
102 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
528 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 ...
-1
votes
0answers
41 views

What do most MMO network architextures use a front end server to sort the messages and send them onward to the correct server?

If for example 2 players are in zone3.. players 1 casts a fireball towards the direction of player 2.. Why should this message be sent to the frontend server for sorting when we can just send it ...