Tagged Questions
0
votes
0answers
38 views
Open source pet / toy games or suggestions for semi-early learners that can help establish solid patterns? [closed]
I have two sons (around 13) who are wanting to develop a simple game that is very pet centric as a "first foray" into building games. I suggested something like that as it is fairly simple and ...
11
votes
4answers
780 views
Game architecture / design question - building an efficient engine while avoiding global instances (C++ game)
I had a question about game architecture: What is the best way to have different components communicate with each other?
I do really apologize if this question has already been asked a million times, ...
4
votes
2answers
363 views
Component based game engine and dependencies - singletons [closed]
I am thinking about how to create component based game engine.
I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
1
vote
1answer
253 views
CPU usage, game loop and sleep()
I've read about this topic on numerous discussion sites, but I can't seem to find a clear definitive (up-to-date) answer, and hopefully this will me some more insight:
I've read the excellent game ...
2
votes
1answer
223 views
Making efficeint voxel engines using “chunks”
Concept
I'm currently looking in to how voxel engines work with a view to possibly making one myself.
I see a lot of stuff like this ...
...
-8
votes
1answer
105 views
What kinds of 3D objects should a game engine have? [closed]
I know this is a pretty general question. But I've been looking for different kinds of 3D objects and their names to implement in my engine to boost its speed.
Static meshes, dynamic(?) meshes and ...
0
votes
1answer
149 views
Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?
The question really is in the heading, but i have been using the visual studio profiler to optmisie my game, i have noticed that the game.run method is eating through 93.6% of the overall game ...
2
votes
3answers
201 views
How to protect a variable from changing through external programs?
There are many memory-altering programs out there nowadays, just mentioning Cheat Engine. Is there an efficient way of keeping a static variable actually staying static?
I thought of two things to ...
5
votes
3answers
382 views
Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
I'm working on my own game engine and I am currently designing my managers. And I've read that for memory management using Init() and CleanUp() functions are better then using Constructors and ...
1
vote
2answers
176 views
How to store different abilities in player class?
So, I have a player class with basic actions.
During the gameplay he unlocks new abilities.
I don't know how to store new actions within the player class.
To be precise - I know how, but my method ...
1
vote
0answers
103 views
What part of my engine should load images and fonts?
Right now, I have an AssetLoader interface, which has one implementation per platform. There can only be one instance of it, because it has some state (e.g. the path to the APK on Android).
It has ...
1
vote
2answers
153 views
persistence of objects between game states
What are the possible ways of sharing different objects between game states and how do other engines implement such system?
Lets say a game has a couple of states (a menu state and a game state for ...
-2
votes
2answers
167 views
What can go wrong with this technique/game architecture? [closed]
So this is something kind of new, as I've never saw anywhere, but maybe already exists:
The game is divided in 3 pieces: the actual game logic (game), the visual part (view) and something that link ...
0
votes
1answer
67 views
Efficiency concerning thread granularity
Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing ...
2
votes
4answers
251 views
Getting into the details of game engine programming [closed]
I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about ...
8
votes
1answer
333 views
How can I cleanly and elegantly handle data and dependancies between classes
I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together.
Allow me to explain. I have a number of classes that inherit from an abstract ...
2
votes
2answers
438 views
References about Game Engine Architecture in AAA Games
Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their ...
3
votes
2answers
552 views
Use a SQL Database for a Desktop Game
Developing a Game Engine
I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ ...
8
votes
4answers
489 views
How can I use multiple meshes per entity without breaking one component of a single type per entity?
We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a ...
6
votes
4answers
533 views
Pros and cons of using dlls
I wonder about create every game engine module (render, input, sound, etc...) into dlls (renderer.dll, input.dll, etc...). What are pros and cons in your opinion of divide game into set of dlls ? I ...
-2
votes
3answers
1k views
C++ Game Engine Book/Tutorial/Anything recent? [closed]
Before I get flamed, please understand that I have been looking for a while now. Yes, I have found a good amount of game engine tutorials...except filled with errors, out of date syntax, missing ...
0
votes
4answers
344 views
Programming Paradigm for Games [closed]
Which programming paradigm resembles or best suits the Game design or game engine programming?
by paradigm I mean the Imperative, Object oriented, Functional, etc. I came to know that functional ...
6
votes
2answers
667 views
Low-level game engine renderer design
I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but ...
1
vote
2answers
270 views
Sharing VBO with multiple objects and fixed size buffer data
I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO ...
4
votes
4answers
2k views
Why has the industry switched from C to C++?
First of all i would like to have a real answer, i'm always trying to get more from various sources and articles, and when I read things like C++ is slow because it has virtual functions and because ...
-4
votes
1answer
173 views
Should I use reference counting on entities in component-based entity system?
In component-based entity system, should game objects be reference counted? What about components? Tell me please your pro and contra. Thanks in advance
0
votes
0answers
82 views
Saving/loading code structure
I have a tree of game entities composed of components. I want to save/load everything to xml file, where my saving/loading code must be located:
Scene class containing root node and functions ...
1
vote
1answer
155 views
Game Engine Collision Handler
I'm making a collision handler for a Java game engine. I made an interface called Collidable. I have a method called onCollision which takes the parameter of my Engine Game Object.
public void ...
1
vote
2answers
552 views
Is there any option other than Component Based for game architecture?
Having read a lot recently on Component Based systems (for games), i find it hard to go back to my earlier state of mind.
If static object hierarchies fail to model "objects with a dynamic set of ...
0
votes
3answers
216 views
Central renderer for a given scene
When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered.
If I have a ...
2
votes
1answer
160 views
Efficient manager/controller for uniform and/or attribute variables in a rendering engine
Most engines on the market have their drawbacks and it's difficult to find a simple/light-weight one that's open-source and doesn't have to put you through a rather complex learning process. Writing ...
4
votes
0answers
209 views
What engine/technology should I work with to accomplish my unique design goal? [closed]
I'm looking to begin a procedurally generated open-ended sandbox game and would like some educated opinions on a good starting point. (Take a look at the "Engine Specifications" if you don't want to ...
8
votes
3answers
326 views
Are there any narrative (or at least non-spatiotemporal) focused engines/frameworks?
EDIT (2): Since there are two answers and I haven't accepted any of them I figured I'd motivate what I'd consider an answer here: Either something strongly suggesting any such approach would be ...
3
votes
1answer
558 views
Game editor integration with the engine?
What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way?
Now the first thing I thought would be to create the game ...
0
votes
3answers
129 views
How can I save state from script in a multithreaded engine?
We are building a multithreaded game engine and we've encountered some problems as described below.
The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 ...
40
votes
7answers
7k views
Why don't more games use vector art?
It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists ...
9
votes
4answers
773 views
Circular class dependency
Is it bad design to have 2 classes which need each other?
I'm writing a small game in which I have a GameEngine class which has got a few GameState objects. To access several rendering methods, these ...
0
votes
0answers
133 views
How game engines handle transactions between users?
my question is about situation when there is action between players at game (like items exchange, players money/tokens billing change). I know this depends on many factors, but please look at one of ...
5
votes
1answer
1k views
Game programming: common methods and design patterns
I begun writing a very simple game engine so that I can learn OpenGL 3.x better but since my inexperience and my sparse knowledge of how a 3D game should be designed, I usually get into problems where ...
2
votes
2answers
282 views
Scroller game level map advice
I'm started a XNA project to make a game similar in gameplay to Super Spy Hunter on a NES, which is used as a feature reference. The first thing I thought of is how to store and display level. ...
0
votes
0answers
448 views
Starting out with 2D cross-platform game development [closed]
I am wanting to challenge myself to build a simple game, that has a character and a randomly generated world. If I get anywhere with it I may perhaps I'll develop it into something more, but the key ...
3
votes
1answer
164 views
Using allocators for different systems
I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
2
votes
4answers
652 views
Templates and game consoles
I have overhead in several times that templates should not be used on video game consoles, however, I never heard why or understood why. Why shouldn't templates be used on video game consoles, and if ...
8
votes
3answers
2k views
Custom allocators used in game development
I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
7
votes
3answers
386 views
Profiling and containing memory per system
I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
2
votes
2answers
176 views
Why does my win32 call, contained in a Class method, fail?
Using a Direct3D Tutorial, I took the knowledge and encapsulated it into a class. The code builds in MSVC 2010 fine, and I've handled all compiler warnings pertaining to my project with the highest ...
4
votes
3answers
275 views
Calculating game map changes overtime when user is not even online e.g. farmville
With a game like farville, there is both processing during gameplay and when the user is offline (plants are growing, etc.)
So many of the elements on the game map depend on time.
Is there a trick ...
4
votes
1answer
260 views
How should I structure moving from overworld to menu system / combat?
I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator.
...
0
votes
3answers
864 views
For learning purposes only, is creating a game engine or using one such as Unity3D or UDK better?
Alright, let me start off by saying this: I've seen multiple threads comparing creating custom game engines to already created game engines such as Unity3D or UDK, but none of the threads I've found ...
0
votes
3answers
182 views
A question regarding how to respond to 'events'
What is the best practice to use when events happen in a game? For example:
You have a sensor. When a particular game actor is near that sensor, a sound must be played and a door must be closed.
...


