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

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4
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5answers
737 views

In Unity, how do I correctly implement the singleton pattern?

I have seen several videos and tutorials for creating singleton objects in Unity, mainly for a GameManager, that appear to use different approaches to instantiating and validating a singleton. Is ...
1
vote
1answer
72 views

Buttons implementation with regards to a basic Game Loop

As the title states I am creating a game with SFML being the only library used. I am entirely unsure how to go about this. I want the buttons to be activated by simple mouse clicks (when the mouse ...
0
votes
0answers
21 views

Abstract Factory Pattern for Implementing AdNetworks on Multiple Platforms [on hold]

Here's the link to the github project. I want to implement Abstract Factory instead of adding platform dependent compilation flags in just one file and make it ugly. Hence decoupled code. Moreover, ...
0
votes
0answers
20 views

unity game dev - Tanks tutorial - how would you do it differently [on hold]

I would like to use good practices when working with Unity, but I'm finding it difficult deciding on what good practices are. In order to address that, could you describe what you would do differently ...
0
votes
1answer
34 views

Unity - Toolbox pattern is not safe

When I create a toolbox such is in this tutorial. How do I defend against breaking the pattern with multiple instances like this: gameObject.AddComponent<Toolbox>(); ...
0
votes
1answer
34 views

Behavior Tree with interrupted sequence

I'm reading up on Behavior Trees and would like to know how a good implementation for a scenario where the conditions can change or where a selector with a higher priority interrupts the current one. ...
6
votes
0answers
93 views

Design patterns for live coding/script reloading [closed]

I would like to make C++/Lua combo and write scripts for a game with live script reloading. What design patterns should I be aware of so not to cause me unnecessary pain? For example if I have a ...
1
vote
1answer
35 views

Flexible projectile system?

Projectiles need to accommodate timed, homing, linear, and arced behaviours and have single, cone, and splash effects on hit. What is a good pattern to accommodate these different behaviours that ...
3
votes
2answers
855 views

What threading strategy does a game like Transport Tycoon use? [closed]

Transport Tycoon is a simulation game where you control a transport company, place railroad tracks and trains, airports, bus depots, boats etc. Now the game is about 15 years old and I remember ...
1
vote
0answers
106 views

Tip on turn based game AI

I'm quite new in video game AI, and I'm trying to design an AI for a turn based game. The rules are simple: The battle field is represented by an NxM board. The game is between two team, each team ...
0
votes
1answer
58 views

Where to store persistent player data?

I'm working on a 2d game, where the player can take damage and die. And upon death, player object gets destroyed. However, some attributes of player shouldn't be affected by his death, such as lives, ...
2
votes
2answers
237 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? ...
2
votes
1answer
56 views

How to store renderer vertex / index data in scene graph objects?

I have a SceneNode class which contains a Mesh instance. The Mesh class stores client side information such as vertex and index arrays (before they're uploaded to the GPU). I also have an abstracted ...
3
votes
3answers
105 views

Is it a bad practice to add helper methods if the class is intended only for data? [closed]

For example, if I have something like: class ItemData { public int cost; public int level; ... public List<ItemData> childItems; } And I'm aiming to separate ...
4
votes
4answers
168 views

Better way of handling the relation between Bullet and Enemy

I was wondering how should I design this relation in terms of "better OOP"? Should I have a Singleton EnemyManager which contains a list of enemies (EnemyList); then Bullets can access the EnemyList ...
2
votes
3answers
3k views

C# Design for Ability System

I'm a novice programmer but I have completed a pre-university in web prog so I am not a total noob. I'm using Unity, but this is just C# for now. This is my first big project and I need some ...
3
votes
1answer
225 views

Implementing The Command Pattern - Undo And Entity References

I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows: 1. A players select a pawn and gives it an attack command. ...
0
votes
1answer
33 views

Where should I cast new bullets? [closed]

Should I Cast new bullets from my Weapon class, which would test a flag when its updated that tells if mouse left is down, which is set by Input class Cast new bullets from my Input class, which ...
17
votes
2answers
2k views

How to design context menus based on whatever the object is?

I'm looking for a solution for a "Right Click Options" behaviour. Basically any and every item in a game, when right clicked, can display a set of options based on whatever the object is. Right ...
15
votes
3answers
2k views

Separating Game Engine from game code in similar games, with versioning

I have a finished game, that I want to decline in other versions. These would be similar games, with more or less the same kind of design, but not always, basically things might change, sometimes ...
91
votes
9answers
46k 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 ...
1
vote
1answer
760 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 ...
0
votes
1answer
122 views

How to manage a vector of “Component” base class?

I'm trying to implement a component based design for a game i'm making. I decided to write it in c++ but i'm not very good at it. Coming from a java background I encountered a problem when trying to ...
1
vote
1answer
173 views

How can I handle invulnerability in an entity system?

I currently have an entity component system with messaging. The messages are delivered to each subscriber, but each subscriber gets their own copy, basically meaning that altering a message doesn't ...
0
votes
1answer
259 views

Handling AI with ECS in a turn based roguelike

I am trying to implement the Entity Component System pattern to use in a roguelike game. Right now, I have 3 systems. Input, AI, and Action. The input system basically is just a system used by the ...
1
vote
2answers
172 views

Design Pattern for card game objects

In my game, I will have more than 100 types of cards, and before the actual game, player can select 6 of them and will be shown as 6 buttons on the scene. The card have its own ID, card name, and a 3D ...
8
votes
4answers
5k 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) ...
2
votes
0answers
126 views

How to develop and optimize the illusion of meaningful character development between the player and NPCs? [closed]

How to develop and optimize the illusion of meaningful character development between the player and NPCs? It's very hard for a game developer to create unlimited dialogue options for just one NPC for ...
1
vote
0answers
59 views

Security-minded design patterns / paradigm for client/server application

I am working on a client/server application and am starting to take it from proof-of-concept to actual implementation. The client is an Android application and the server is in PHP. In similar ...
0
votes
1answer
47 views

Logical Dependencie Problem [closed]

I am working with Unity and C#, but my Problem is a more general programming problem. I am trying to keep things easy, but still make them global access able and easy to modify. So I have a ...
0
votes
0answers
132 views

Quest/Dialog Tree XML template

I'm looking for a good XML template, so I can create my quests/dialogs easily. It should be something which permits: multi-staged quest/dialogs with branching. ask user for some choice, to traverse ...
-2
votes
1answer
157 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, resistance, hardness, tool, etc? Are they hardcoded or stored ...
8
votes
2answers
188 views

Large scale iterative design

Typically in game development, linear development (waterfall model) is riddled with obstacles that drain the programmer's sanity (game turned out horrid, can't redesign). Enter iterative design. ...
0
votes
0answers
89 views

Unity Input manager with chain of responsibility and delegates

I am working with unity and I am trying to build a better input system for my game. In essence there would be a singleton class that is the input manager. The player would subscribe to the manager ...
1
vote
1answer
63 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 ...
0
votes
1answer
54 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 ...
1
vote
0answers
57 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 ...
-1
votes
1answer
345 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 ...
5
votes
2answers
367 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 ...
1
vote
2answers
104 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 ...
0
votes
1answer
280 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 ...
1
vote
2answers
900 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, ...
21
votes
3answers
3k 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 ...
0
votes
1answer
70 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 ...
2
votes
1answer
119 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 ...
0
votes
2answers
166 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 ...
5
votes
3answers
309 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 ...
1
vote
1answer
143 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 ...
1
vote
1answer
126 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 ...
0
votes
0answers
50 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 ...