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

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3answers
614 views

How to implment the database for event conditions and item bonuses for a browser based game

I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event ...
6
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3answers
2k views

Multiplayer / Networking options for a 2D game with physics

Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do ...
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3answers
1k views

Reusable skill class structure

Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill ...
10
votes
7answers
2k views

Seperation of drawing and logic in games

I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more ...
7
votes
1answer
417 views

How can I selectively update XNA GameComponents?

I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a ...
9
votes
3answers
2k views

Creating Entity as an aggregation

I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...
7
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4answers
4k views

Per-Frame Function Calls versus Event Driven Messaging in Game Design

The traditional game design, as I know it, uses polymorphism and virtual functions to update game objects states. In other words, the same set of virtual functions are called in regular(ex: per-frame) ...
4
votes
2answers
931 views

Receiving user commands in a text based console game

I'm working on a little text based console game for a bit of fun and am starting work on the user commands entered into the console. Are there some good design patterns for deciding what to do with ...
5
votes
2answers
498 views

Seperating entities from their actions or behaviours

I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities ...
4
votes
2answers
1k views

How to play many sounds at once in OpenAL

I'm developing an RTS game and I would like to add sounds to it. My choice has landed on OpenAL. I have plenty of units which from time to time make sounds: fSound.Play(sfx_shoot, location). Sounds ...
0
votes
3answers
837 views

Creating Level iPhone

I am thinking about a new game idea for the iPhone and presumably all the levels would have to be made programatically. So Im wondering what the best method to approach it? Say I have a game with a ...
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vote
1answer
2k views

Where can I learn 2D game architecture [duplicate]

Possible Duplicate: Good resources for learning about game architecture? I know that game architecture can vary greatly, especially with the type of game being built, but I know that there ...
9
votes
3answers
680 views

What pattern is this, and should I do it?

I'm making a game in as3 using flash develop and flash cs5. Everything is object oriented. I was wondering, should I have one "gateway" class that has a property-reference to all instantiations of ...
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3answers
2k views

MVC-like compartmentalization in games? [closed]

I was contemplating the design of a game (translating a boardgame to the computer, specifically, which I suppose is relevant in this case) and it occurred to me that it might make sense to build the ...
5
votes
1answer
1k views

2d map: how to manage it?

i'm developing a 2d game (top down), and i'm a beginner. Now, i've to create a map, with object (to interact with) ... I don't know how to .. manage the problem ! Does anyone can help me ? What are ...
9
votes
3answers
827 views

Using “friend” classes in game development

Typically in C++ game development speed is valued over encapsulation, you therefore see a ton of publicly accessible class members which really shouldn't be public. I seem to find in most cases that ...
2
votes
3answers
449 views

Custom Rule-Based System for Action Recognition in a Game

I want to make objects in a side project interatible with each other. For this, I want to be able to create rules so "Collisions" (Interactions) can be recognised by testing the rules. The rules ...
18
votes
6answers
1k views

What are the biggest pitfalls to consider when developing a new game?

I actually just started tracing (thanks David Young for the nomenclature correction) a couple of new web-based games for Facebook a few weeks ago and I have just been inundated with mental blocks and ...
87
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9answers
39k views

What are some programming design patterns that are useful in game development? [closed]

I have a few books on Design Patterns, and have read some articles, but cannot intuitively figure out which programming design patterns would be useful in game development. For example, I have a book ...
134
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8answers
28k views

Why are MVC & TDD not employed more in game architecture? [closed]

I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at ...
26
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7answers
4k views

Do retail games use “inversion of control” and “dependency injection”?

Many of the more diligent software developers I know are moving to inversion of control and dependency injection to handle references to objects. Coming from a Flash games perspective I don't know all ...
3
votes
2answers
322 views

what are the essential things to be looked upon in game design

I've made a couple of games now. Starting from basic hobbyist projects like snake , I advanced into platform based games, board games, turn based games. While doing the latter of these projects I had ...
2
votes
1answer
268 views

Anyone have a source for pictures/screenshots/demos of Mud OLC systems?

I really want to get access to some images of MUD (multi user domain/multi user dungeon) OLC (mud OnLine Creation), to use the structure of npcs/mobs/characters/areas/rooms that muds use on my own ...
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12answers
2k views

Are there cases where globals/singletons are useful in game development?

I know that having global variables or singleton classes creates cases that can be difficult to test/manage and I have been busted in using those patterns in code but often times you gotta ship. So ...