Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.

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Login handler for server logic in Poker

I am developing the server side of a multiplayers Poker game. My server has zone/room architecture. If users want to enter a zone, they have to submit login information to server. After receiving that ...
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41 views

Observer pattern for clickable 2D Elements?

So i am currently thinking about the best way to handle and implement clickable 2D menu elements in a very simple DirectX Game. I very much like the idea of having subscribers to a event where they ...
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38 views

Design Pattern for “Default Object”

I'm making a first person dungeon crawler like Eye of the Beholder. During execution, I have a Map object. It contains Cell objects. Anc each Cell contains, at most, four Wall objects. The Wall ...
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40 views

Update function - design patterns [closed]

I started reading about game development design patterns and from my experience there are 2 options for update methods. The first one receive from the game loop and delta time of this update and ...
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1answer
96 views

Implementing FSM on multiple class UNITY3D

I am recently implementing design patterns on my project, while researching around I came across many advance techniques like HFSM ,Behaviour trees. I did implemented behavior trees wherever required ...
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287 views

How should entities in a game reference each other?

I've been reading a lot about design patterns, but in using these patterns there's one question that I keep coming back to. How should my entities access information about each other? Let's say I'm ...
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2answers
61 views

Position problems instantiating lasers at the sides of a space ship

I'm developing a demo of a 3D Space Ship game concept in Unity, just for learning purposes. I have a cube representing my space ship in the scene, and a laser prefab that is instantiated at the 2 ...
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1answer
92 views

Is Minecraft component-based or does it have class for every block? [closed]

I'm wondering if minecraft has class for every type of block or blocks are just IDs in code. EDIT And what about data like transparency, resisatnce, hardness, tool, etc? Are they hardcoded or stored ...
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67 views

Organizing a Transform class to internally use quaternions

So, I'm interested in building a Transform class similar to the one used in Unity Engine, but in C++. My intent is for it to be user-friendly to change the position, rotation, and scale of a variable ...
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184 views

Elegant ways to handle rendering with DirectX 11

I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects. Lots of game development guides talk about how to handle the game objects themselves, ...
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3answers
2k views

Command Ordering Architecture of Dwarf Fortress

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
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1answer
51 views

Application components dependancy and decoupling

In my client application I have two major components: GameCore - wrapper that handles everything about running the actual game NetworkClient - A layer that takes care of ...
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1answer
95 views

Design pattern for level editor modes?

In a level editor that supports multiple editing modes, written in an oop language, how would you go about switching from mode to mode, considering that data itself remains the same? I am using a MVC ...
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119 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
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213 views

Decoupling AI from game logic

Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
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1answer
118 views

Handling creation of entities on level creation

I'm currently working on a 2d physics based plat former, kinda in the style of super meat boy. In super meat boy, you have multiple levels and I want a similar sort of thing but is there a general way ...
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1answer
111 views

2D Collision : detection and design [duplicate]

So, listening to this very smart piece of advice, I've already completed a basic Tetris game. Moving on, I started a small breakout. But suddenly : a nightmare came. Collisions. Since I've been ...
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49 views

Is there such thing as a design pattern for game character attributes? [duplicate]

I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example. They player ...
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1answer
133 views

Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
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4answers
2k views

Should a socket server and game server be separate processes?

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
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173 views

Modeling object oriented snakes and ladders

I'm trying to create a basic clone of Snakes and Ladders using object oriented design. I'm struggling to model my objects and their relationships. For the time being I'm interested in moving players ...
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1answer
59 views

Class design for a risk-like game [closed]

I'm currently coding a AI for a risk-like game, but I'm not sure how I put even the base classes together. I've read a lot about game design patterns, entity component designs and such, but I've ...
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2answers
131 views

Avoiding singletons for puzzle system [closed]

Say for instance I have a puzzle with 3 switches that need to be in some configuration (say all on) in one room, that opens a door in another, with a load screen separating, so I can't link the ...
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1answer
140 views

Where to put graphic representation of game entity?

I am working on simple 3D version of Snake game. I created classes like snake and grid so far. My concern is, putting all render logic (draws cubes - to show snake, and lines to show the grid) in ...
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38 views

Advice for implementing gear/effects/abilities [duplicate]

I've been struggling with this for about a month now so I finally turn to the masters for advice. I'm working on a platformer/rpg game and I'm trying to implement gear/effects/abilities as the title ...
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1answer
39 views

Composition and passing pointers to parent, or work inside namespaces

My application right now has a Game class, which contains other classes that receive a Game pointer. Also these classes passes the Game* pointer to their subclasses. I do this to keep communication ...
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2answers
410 views

Entity Component System Coupling

Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems. While I have a pretty good idea on the way the framework should ...
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1answer
394 views

How should I structure the implementation of turn-based board game rules? [closed]

I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the ...
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317 views

City/Nation Builder - Unlocking game elements over time

Current Git (Needs more documentation) Current working prototype to play with (Git code is after a BIG refactor) Background: I'm making a javascript text city/nation builder along the lines of A ...
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1answer
258 views

How should I manage states in my game?

I can't understand what design pattern I can take advantage to build an intro screen, help screen, level select screen, game screen, game over screen, altogether. I can make one in AS3, but the code ...
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2answers
35 views

GameLogic Model as Property or Constants with lookup in other Models?

Basically imagine a game where the Player has a Weapon which has a BulletType/type of Bullet. Now Player, Weapon and Bullet are Models having properties and they would represent Instances in the ...
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456 views

User vs Player Model

A lot of the online games out there have this concept of "User" or "Profile", and the concept of "Player". The "User" has username, password, lifetime stats, ... etc. The player concept is per game ...
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1answer
292 views

How should I implement the “Observer” pattern with respect to a game world?

I'm thinking of ways to implement the Observer pattern in a game I'm developing at the moment. I can have a Game World (local map) with Game Objects (player, NPCs, monsters etc...) inside of it. Other ...
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1answer
163 views

Obstacle spawn constraints in Jetpack Joyride

Jetpack Joyride: https://www.youtube.com/watch?v=3KENMuzsras tl;dr What's the best way to add constraints to obstacle spawning (algorithms) or how to design obstacle spawning to allow constraints? ...
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130 views

Must all AI states be able to react to any event?

FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI ...
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46 views

Localization patterns [closed]

I want to disponabilize my game in various languages and for it I want to use industry standards, but it has been dificult to find any material on google. I am looking for patterns, conventions, file ...
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2answers
434 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 ...
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206 views

Is a responsive dimension game worth it? [closed]

I'm in the process of creating a Wario-Ware-like game that will be created for browsers first then likely ported to mobile. Here are the different ways I've considered setting up the dimensions of the ...
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1answer
65 views

When is messaging/observing preferable to 'built-in' functionality in game objects?

In working on a Python/Pygame project I recently came to an impasse which couldn't be solved elegantly via my previous methodology - using wrapping functions as an Observer pattern - and it was ...
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1answer
218 views

Data Locality and Polymorphism [closed]

I've been reading over the various chapters available at http://gameprogrammingpatterns.com, and in particular his chapter over Data Locality(http://gameprogrammingpatterns.com/data-locality.html) has ...
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2answers
536 views

How do I separate testable game logic from my UI in Cocos2d-x?

I read some articles on why I should separate game logic and UI code: That makes it possible to test game logic code can be independently of the rest. However, I am having trouble implementing this in ...
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2answers
236 views

Is having a master builder object a bad idea?

I have wondered about using the following approach to creating Entity objects in a personal project. What I want is to be able to keep track of all Entity objects that get created, so whenever an ...
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1answer
127 views

How can I reuse animated meshes?

When creating meshes, I made a mesh class and then used that one as base model and redrew that same mesh for each instance of an object with that mesh. (For eaxmple, one rock mesh, many rock objects.) ...
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64 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 ...
3
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2answers
396 views

How should I design my classes in a game?

I'm stuck for ideas on classes in game programming. This is probably more of an opinion based question. I'm looking for information that is proving hard to find on the internet. Say I have a class ...
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2answers
683 views

Should game objects draw themselves? [duplicate]

Assuming you have classes like Player, Enemy, Map and Tile. The first approach to structuring rendering code would be to give each a render() method and let it draw itself: void render(){ ...
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72 views

Designing & Implementing a generic actions & communication system [closed]

I'm currently in the process of redesigning the action/communication/sound system of some small game. This part currently handles characters speech and emotes. The game itself allows for a lot of ...
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2answers
484 views

Does game development have its own types of modeling?

In general computer science there are modeling "languages" (read: standardized diagramming techniques) such as UML 1,2, in databases there are things like ERD3, in business there are other types such ...
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2answers
147 views

Why aren't resources such as Pixmap disposed on finalization in LibGDX?

I've been looking at the LibGDX framework, and certain classes such as Pixmap require to be disposed manually when you are no longer using them (call the dispose method). I'm wondering, since this is ...
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342 views

Should references between assets be handled by name or ID or something else?

How should content or asset items be referenced in their serialized form? For example, a material might need to reference several textures. The simplest way would be to use a path, relative to the ...