Game engines are a collection of libraries and tools that provide a framework to create games.

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UI rich Strategy/RPG UI - 2D Game Engine or UI Toolkit?

I'm on the fence regarding the graphics engine of my current game and hope for some advice. This is an UI heavy strategy/rpg. Although the game is played on a (simple) 2D map, it is largely turn ...
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13 views

What are the steps that should be in mind when Modelling and exporting a Vehicle for Game [on hold]

I am new in 3D Game Development, I would like to know the steps that are included when modelling and exporting a Vehicle for Game In Details about all. I prefer 3Ds Max for Modelling the Vehicle ...
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1answer
58 views

How to run physics simulation in the background for possible future outcomes?

I'm designing a physics-heavy game in 3d. The core mechanic of this game is that the user gets to choose his actions based on probable future outcomes. For example - the player has a choice whether ...
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1answer
79 views

GPL Game Engine - What needs to be released under GPL?

I'm hoping I can clarify this issue. Note, a similar question has been asked here, but it doesn't really give a specific enough answer that I can comprehend at this point! :- How does one escape the ...
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1answer
33 views

Proper way for Player object to communicate with Map object?

I'm writing my first game (in javascript / node over websockets) and am running into a bit of chicken and egg problem, and am afraid how I'm doing it right now won't scale once the game gets more ...
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1answer
50 views

What is the optimal way to handle matrix internal data storage for interop with native graphics apis?

I'm writing a managed (c#) game engine and have stumbled on a bit of a crossroads in design/implementation regarding matrix types. Matrix types need to be optimized for marshaling to native graphics ...
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1answer
90 views

What types of matrices are needed for game and graphics programming?

I am writing a 3D math library for general game development and want to know what type of Matrix classes I should include. Is just a 4x4 matrix enough, or must I provide 3x4 and dedicated rotational ...
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45 views

Combine MMO RTS and RPG engine [closed]

I am developing engine to make a platform for combining games with multiple genres and gamespace switcher.LIKE the scores, money and coins for both games are same So that player can play 2 instances ...
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1answer
86 views

Fire Delay Timers

I currently have a turret that can fire projectiles. I can control the delay between shots (fireDelay), and I can control the time needed to reload the magazine of the gun(reloadDelay). I do the ...
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0answers
34 views

Looking for Open Source engine for building Real Time Multi-player Quiz games like Quizup,Quizlet [closed]

Any recommendations for Open Source engine for Real Time Multiplayer Quiz game like Quizup,Quizlet. Intended Platforms - Web,Android,IOS Game engine should have below features (may be some more): ...
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1answer
27 views

Moving multiple hingejoints based on joystick input

I'm controlling a 2D side-viewed (facing right) stickman with a joystick. The movements are fairly intuitive: Joystick down -> Stickman crouches down Joystick up -> Stickman stretches out ...
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1answer
49 views

The sprite will not move in libGDX

When I ran the android application, The sprite image will not move when I press the input keys. I followed a tutorial based on input keys and wish to know what's wrong. Can anyone see what's wrong? ...
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1answer
35 views

Android - 3d view with object picking, dynamid textures and camera changing [closed]

I need in an application to add a 3D viewport inside an activity, together with some other buttons. I need the viewport to allow object picking, so user can click on objects, dynamically changing ...
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1answer
95 views

What is missing from SDL for it to gain more widespread adoption? [closed]

As I understand, SDL offers abstractions that let you make windows, handle input and audio much easier than doing so directly with the low level APIs provided by several operating systems. However, ...
11
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5answers
2k views

How can I run on multiple platforms using a custom engine?

Game engines like Unity and Unreal can run on mutiple platforms. I am wondering how they do this. I have been using C++ and OpenGL for a while, and what I am looking for is resources to integrate ...
0
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2answers
96 views

Currently developing a game with Android SDK, should I switch to a game engine in future projects? [closed]

I am an android developer, and I've made several apps on the Google Play Store. I'm currently working on my first game, which is just a simple RPG for android, that I'm coding in java with the android ...
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3answers
3k views

Does allocating and freeing a huge chunk of memory at startup “clean up memory”?

The book Game Coding Complete, Fourth Edition, chapter 5 (Game Initialization and Shutdown), section Checking Memory contains this interesting code sample: bool CheckMemory(const DWORDLONG ...
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1answer
48 views

Why is my application getting more CPU usage while it's halting the operation [closed]

I have a question about the way OS gives CPU time to the applications. Usually when I render my scene with a single object in it I get ~8% CPU usage, but when I stop the framework for further process ...
3
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1answer
83 views

Prewarming in particle engines

How is prewarming in particle engines made? I have a particle engine and need to support this, which is a feature I have already seen in Unity. Is it done at compilation, like informations stored ...
3
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1answer
65 views

How can I speed up cocos2d game engine?

I am developing a tower-defense game and I want to permit user to change game engine speed ,for example rotation speed of towers,rockets speed ,enemies moving speed ,counters and etc proportionally. ...
2
votes
1answer
66 views

How to subscribe to an event fired from any Instance/Object of type X

I'm currently working on a small game-engine and i'm kinda stuck on finding the right pattern to subscribe to an event fired from any instance of type X.To understand what i'm trying to achieve, here ...
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2answers
187 views

How can I support objects larger than a single tile in a 2D tile engine?

I´m currently working on a 2D Engine containing an isometric tile map. It´s running quite well but I'm not sure if I´ve chosen the best approach for that kind of engine. To give you an idea what I´m ...
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1answer
87 views

Is Unity a well suited engine for games with procedually generated environments? [closed]

I've been looking for a suitable game engine for a new project, which will rely heavily on procedurally generated 3d environments. I've been looking into Unity, but it's not clear to me at this stage ...
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1answer
55 views

AndEngine - Performance problems with many entities

I'm developing a rolling scene based game I'm loading all the entities from a XML file and create them in the Loading Scene recently I increase the game width , and by doing so , in the whole level I ...
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2answers
78 views

Data oriented design vs visibility

I'm almost sold on the concept of a data oriented engine -- however, one thing still eludes me. If we pack the data from a large level into huge arrays and go over them, any visibility system that we ...
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2answers
108 views

Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch? [closed]

I want to tackle some basic 3-D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy ... I want to do it all myself, however. 2-D ...
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0answers
25 views

Turning on collision crashes game

I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision ...
2
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2answers
187 views

C++ property system interface for game editors (reflection system)

I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses ...
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0answers
72 views

XNA - Finding boundaries in isometric tilemap

I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size ...
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0answers
59 views

Maintaining State in Mud Engine

I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the ...
0
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1answer
107 views

Separate parts of a game engine [closed]

I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be ...
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0answers
81 views

Zooming in isometric engine using XNA

I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house ...
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2answers
165 views

What's the difference between an “SDK” and an “engine?”

In delving into Game Programming, I have encountered both SDKs and Game Engines. Please define these, and give their relationships and differences to each other.
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1answer
121 views

Is a game engine actually needed to make games? [duplicate]

I see Game engines like Ogre are just software wrappers or software systems to enable easier access to certain features provided by other programmers that are relevant to game development. However, ...
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1answer
192 views

How should I traverse entities and components for their per-frame updates?

I am implementing a simple entity/component-based engine in C++ and am unsure about the best way to store references to entities/components and what the best way to traverse them each game step would ...
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0answers
120 views

Abstracting Game Logic from Game Engine

I've seen that the Quake 3 Engines uses QVMs and DLLs for the gamelogic. Unity uses some kind of Component-Entity system. My question is basicly: What's a good way to keep the engine seperated from ...
9
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3answers
1k views

How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?

I have a question: how many shaders are usually active at the same time in one scene in modern games? I mean: I know that multiple shaders are being used (switching between them in each frame). And ...
13
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7answers
3k views

Why do game developers write their own engines instead of using existing ones?

I observed that most of the most, big and well-known game titles developers oftenly develop their own engines - like Valve has their engine, Crytek has their own, Ubisoft has their own, Epic games has ...
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0answers
54 views

Structure gameobjects and call events

I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the ...
2
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2answers
484 views

How can I reduce Unity's package size?

I've been experimenting with Unity3D 4.3's 2D features. I've created a simple prototype game to learn how Unity works, how to create sprite animations, collisions and all the basic things. My ...
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1answer
99 views

Generating shaders from fragments / HLSL Dynamic Linking in older shader models

In shader model 5 is a feature called dynamic linking which separates hlsl fragments by using interfaces and their methods implemented in classes. I don't have any experience with this technique, my ...
0
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0answers
31 views

alBufferData() sets AL_INVALID_OPERATION when using buffer ID obtained from alSourceUnqueueBuffers()

I am trying to stream audio data from disk using OpenAL's buffer queueing mechanism. I load and enqueue 4 buffers, start the source playing, and check in a regular intervals to refresh the queue. ...
21
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6answers
3k views

How to solve the big video memory requirements in 2d game

We are developing 2d game (Factorio) in allegro C/C++ and we are facing the problem with increasing video memory requirements as the game content increases. What we currently do is, that we gather ...
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3answers
102 views

How can a game engines renderer be compatible with a 3d modeling software such a Maya

So you create some model in say Maya, you apply all kinds of effect to the model and then export the file. So then the game engine has to load the file and render it, so surely the game engines needs ...
0
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0answers
48 views

Rendering bug in java

I'm using a simple rendering method in java to render tiles. Everything looks fine, but I notice that some rows grow 1 pixel when I move, and dhen shrink back, but I have no idea why. Infos: I'm ...
1
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1answer
79 views

How to put basic scripting/variable changes into dialog xml files?

I have a simple XML structure for my dialog between the player and NPCs. What I'd like to do is put variable changes (and maybe other things) directly into the XML. So, for instance, if you select a ...
26
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6answers
3k views

Why don't all games permit changing the field of view?

This is less of a question aimed at developing a game and more about the technology behind it. A number of gaming journalists and pro gamers (both on the tournament and the home entertainment sector) ...
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1answer
67 views

Field of view determination with partially opaque cells

I'm currently implementing the field of view of a player in a 2D-grid based game. I've chosen a standard ray tracing algorithm because he really fits the features needed in my game. However, the ...
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0answers
39 views

Maintaining relative location of objects across different screen resolutions

I'm developing a very simple interactive HTML5 game, in which I need to show a room having multiple objects like cupboard, table, fan etc. How can I bind all of the objects together, so that they ...
2
votes
2answers
145 views

How can I determine the pixels covered by a transformed triangle (without drawing it)?

I have three points that form a triangle in a 3D scene. I want to apply an arbitrary rotation/translation transformation to this polygon and later check in which pixels of an image they would be ...