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3
votes
4answers
138 views

Architecture design in “buff-heavy” game? [duplicate]

I've been trying to wrap my head around this architectural design problem. Think of a game that has lots of spells and buffs (World of Warcraft, Diablo II etc), i.e. spells may cause buffs on ...
1
vote
3answers
137 views

How do I generate solar systems for a 2d universe map, but still look random

I need to generate 64 systems separated into 16 sectors, each with 4 systems. Each system must have another system within 10 units in it's own sector, but no closer than 3. One system in a sector ...
1
vote
2answers
90 views

OOP Question for Team System

I'm not quite sure right how I should create my "Team System". Lets say I have 2 teams with 4 players in there. The teams are Team Blue and Team Red. A team knows the amount of its members, the amount ...
3
votes
0answers
268 views

Why are god objects so common in game programming? [closed]

This is a bit of a philosophical question. Excuse me if it's out of place here. Most modern games developed in C++ use (or at least purport to use) an object-oriented approach. A common axiom of ...
5
votes
2answers
326 views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People here suggested that when spotting a ...
2
votes
2answers
277 views

Which Design Patterns Should I consider for Quest Management? [closed]

I am working on an fantasy RPG and I would like to get some ideas about how I am implementing Quests. Quests in my game are very generic. The quest goal can be almost anything in the game. The goal ...
0
votes
0answers
21 views

Component systems: No inheritance hierarchy at all, or a basic one? [duplicate]

(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one). Until recently I implemented all my games using an inheritance ...
1
vote
2answers
118 views

Mentality for the hard initial stage of game development [duplicate]

I feel like there is a lot of excitement involving the initial steps towards developing games. Kids (myself younger self included) get very excited about making games and talk for hours about the ...
10
votes
2answers
726 views

What are the benefits of using an entity ID system?

I'm currently reading the book Programming Game AI By Example. The book mentions assigning unique ID numbers to each entity in the game. Often when entity A needs to contact entity B, A gets a ...
1
vote
1answer
108 views

Server-side game state computing for multiplayer gaming [closed]

When making multiplayer game ( some abstract game ). Controlling actions from players are collected on the server side and changing the World's state. There are several ways to organize it: Most ...
2
votes
3answers
710 views

Visitor-pattern vs inheritance for rendering

I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, ...