Engine-design related questions. How code is structured.

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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 ...
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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 ...
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2answers
79 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 ...
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1answer
50 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 ...
1
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1answer
81 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 ...
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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: ...
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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 ...
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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 ...
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0answers
36 views

How can I trick or see how the source engine knows if the process is in focus or not.

The source engine does not support split screen so I am trying to run two borderless windows side by side but the source engine automatically limits the cpu utilization of any window not in focus. Any ...
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0answers
76 views

Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact

My game represents its map as a 2D array of tiles, each of which stores a stack of layers. I'm looking for a data structure to efficiently represent this . I want to be able to add layers ...
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0answers
54 views

Organization of world/eye/clip bounding volumes for ray picking

I currently have objects defined in world coordinates and also other "overlay" type objects defined in eye or clip space. I want to be able to select objects (ray picking) from both the overlay or ...
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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 ...
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0answers
61 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 ...
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0answers
64 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 ...