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

learn more… | top users | synonyms (1)

3
votes
0answers
143 views

Learning Curve of GameMaker and its limits [closed]

I am a Data Scientist and the last couple of years, I work also as a Game Designer (not Game Development). I have not thought to create a game by myself, up to now. As a DS, I know programming, but I ...
2
votes
1answer
98 views

May I distribute a game engine that is based on textbook examples?

I have purchased several game programming books to start my journey as a game developer. One of them teaches its readers by building a game engine's parts in each chapter until finally you have a ...
0
votes
2answers
107 views

Resource management questions

Say I have this Cache<typename Resource> class template, which is a resource cache that contains an std::map<std::string, Resource>, mapping strings to resources. I can many different ...
1
vote
0answers
74 views

Dynamic objects in voxel engine

I am writing my own voxel engine based on cubes of different sizes and properties. In order to store and efficiently use voxels I implemented Sparse Voxel Octree storage. But I plan to have many ...
2
votes
2answers
187 views

why is my enemy AI is on air while moving?

In Unity3D I have created an enemy AI and applied a script for it to move and chase the player. But when moving, the enemy hovers in the air. My character also does not have rigidbody and he just has ...
0
votes
1answer
137 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 ...
0
votes
4answers
198 views

Implementation of collision in 2D platformer (C++)

My collision system for my game currently works fine, it lets me test a collision with an entity or specified rectangle... but that's not enough. I used to use GameMaker and it had collision events in ...
1
vote
0answers
115 views

How do I implement a sparse voxel octree?

I've been working on a voxel engine and I want to implement sparse voxel storage. As I understand it, it works a bit differently from a regular octree and has some neat performance increasing ...
0
votes
2answers
146 views

Getting if a key was released/pressed this frame (C++/SDL2)

Getting if a key is currently down is easy. Just return keys[scancode]: switch (ev.type) { case SDL_KEYDOWN: keys[ev.key.keysym.scancode] = true; break; case SDL_KEYUP: ...
0
votes
0answers
60 views

Predict ball movement after Collision in Pool Game?

Im trying to draw lines that predict the movement after the colliosn of 2 balls in a pool game. How do I do that? I heard it can be done via Raycasts, but how do I draw a line? Any tutorials, ...
0
votes
1answer
65 views

Move Ball to clicked direction

I have a ball as a sphere in my game and Im viewing it from top down view (birdseye). The ball is a rigid body. I want to achieve when I click somewhere on the screen, that the ball moves toward ...
2
votes
1answer
156 views

Need help with creating a stun gun. (Unreal Script)

I am fairly new to the programming world. I am currently at College and one of the tasks I need to do is create a "stun gun" or "freeze gun". Basically when you shoot a target (other player) i want it ...
1
vote
2answers
111 views

How to seprate the game from the game engine (specifically the game loop), into seprate projects?

I am trying to separate my game from game engine both written in Java. Currently they are in two separate packages but I would like to separate them into different projects. A main method in Project ...
3
votes
1answer
262 views

Swapping graphics engines

Is it possible, or even feasible, to have graphics engine completely decoupled from game logic? Why I ask is because I want to start working on a game (I'm a complete beginner in game development, ...
1
vote
2answers
58 views

Runtime Error dealing with SDL_Events

I do not know if this is the best way to handle these SDL_Events, but I am attempting to create a very abstract and generic code that will update my Game Object. Basicly I have a Scene which in my ...
2
votes
2answers
326 views

How to manage state in a component-based game engine?

I'm working on a small, data-driven game engine with some friends. We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the ...
0
votes
3answers
206 views

Grid Programming: Selecting a tile returns a negative coordinates

Let me explain what I am doing here. I created a class template named as PlayField where T is the type of the GridObject. I wrote this class using Cocos2dx. The point of this class is to make it easy ...
2
votes
3answers
170 views

How do game engines mitigate CPU cost for many trigger zones & entities? [closed]

It's a rather simple question, but a somewhat fundamental in computing in general. Let's say we have a player controlled character in an open world. The world is large. In this game-world we have a ...
0
votes
2answers
147 views

Game engine openGL operations scheduling

I'm making a custom engine and after much research, i realized that the state changes and the vertex or texture data loadings to VRAM are the most slow operations. So I want to optimize it making a ...
3
votes
1answer
210 views

Creating Scenes Programmatically From A Deployed Build in Unity

This is somewhat of an extension to this question: http://answers.unity3d.com/questions/513801/programatically-creating-entire-unity-games.html I have a client who would like to create an entire game ...
2
votes
0answers
52 views

Opengl Skybox Texturing Error

I'm using cubemaps to render a skybox in my game. Thinking this would be a simple task I threw some stuff together using the tutorials I found online, particularly this. Taking all of this together, ...
-2
votes
1answer
123 views

Libgdx array of Vector2 closest point

I have an array of objects. Their position is a Vector2 (x, y). I want to select the closest object, given a (x, y) coordinate (that represents an user touch on screen). Searching on web I found a few ...
0
votes
2answers
75 views

Is Global location using OpenGL bound by the shader?

I have recently started writing a game engine in C++ with OpenGL and using some tutorials online. So far from what I have seen, shaders are the way to manipulate an object's position in worldspace. Is ...
1
vote
2answers
136 views

Is it possible to run GLFW eventhough my graphic card(Nvidia) supports Direct3d API? [closed]

I have Nvidia 820M GPU installed in my windows 7 machine. In nvidia control panel it is showing it supports Direct3d API version 11. Am I able to run OpenGL applications(using GLUT,GLFW) on my machine ...
0
votes
0answers
68 views

Directx 9 Obj Model

There's is a error with my obj load/render that I can't solve I'm a newbie in directx 9, I'm trying to do this in the best way The model is not displayed properly, do not know if this correct model ...
1
vote
2answers
119 views

Updating children nodes in a game engine

I am writing my own small game engine (thin layer based on SDL2) in C++. My base class is Node (contains information on an entity's position, scale, rotation, etc.), And I've got two special ...
2
votes
2answers
241 views

How does a loop work in game engines? [duplicate]

Recently I started working on a game with the spritekit engine. My question is not about spritekit in specific though, but generally about game engines. When I write a loop and run it (eg while i ...
0
votes
1answer
82 views

What type of loop code on game engines? [duplicate]

Recently I worked on a game on Spritekit Engine. My question is not about spritekit, but generaly about game engines. When I write a loop code and run it (eg while i< 100000) my CPU usage goes to ...
1
vote
1answer
420 views

Does game engines (like Unreal, Unity, Crafty) add value compared to pure js frameworks (react, ember..) for my isometric tile-based games [closed]

I'd like to create a huge tile-based board (say 100K tile). The game does not have any advanced graphics (you don't see the players or landscapes), the main difficulty is that it has 100K tiles to ...
3
votes
3answers
1k views

How common are game engine bugs, and can I claim damages for them? [closed]

Are game engine bugs (in popular ones like Unreal and Unity, not some unknown ones) common? I know engines like Unreal, Source and Unity3D are well tested and maintained, but, for example, is there ...
1
vote
0answers
158 views

Is there any popular AI game engine? [closed]

Is there any sophisticated game AI engine that can save time on AI implimentation and provides strong and clever AI? The game genre is strategy, so AI should be strong. The game in some aspects is ...
0
votes
1answer
61 views

Selecting minimum GPU requirements for a video game a couple years out

How does one go about determining a good minimum GPU requirement for a game that development is starting on that will be published in approximately 2 years. On one hand you want as many people as ...
6
votes
2answers
802 views

Does SpriteKit follow the MVC pattern?

I am currently working on an iOS project called Old Frank that I have been trying to follow a MVC design pattern. The gist of it is. GameObjects(model) <- Scene(controller) -> Sprites "SpriteKit" ...
3
votes
1answer
91 views

Proper joystick input processing

Take for example, the Xbox One controller. XInput returns joystick input along 2 axis (x & y). I'm not sure if the hardware just measures voltage across 2 axis or not, I'm not very knowledgeable ...
1
vote
1answer
1k views

How can I do sprite batching in SFML?

I'm new to game dev and using SFML. I need to use lots of sprites at the same time, so I will probably need sprite batching. I know that sprite batching is used to draw multiple sprites with a single ...
-3
votes
1answer
278 views

Does Unity 3d cost money? [closed]

So I installed an Unity engine and I want to develop games by that. I heard that it costs 1500$ to program the code and post the game. Is that true? Did some1 developed a game with it and uploaded it ...
1
vote
0answers
74 views

XNA/DirectX: Advanced 3D Sound

Im currently working on an xna game with c#. Ive been looking into 3D Sounds recently as this is the next objective on my list. Ive found several tutorials online and they dont work to the standards ...
1
vote
1answer
85 views

State system and animation of derived classes

I'm trying to get some kind of state system for my game objects. I have a base Actor class that is derived by classes like Policeman, Informant or Brawler. Each of those classes describes different ...
0
votes
1answer
369 views

Distortion problem with perspective projection

For various reasons – partly educational, partly technical – I'm writing a 3D game engine from scratch, using OpenGL 3.0; aiming for Core Profile, eventually, so of course I'm using a custom matrix ...
0
votes
1answer
91 views

Does level streaming in games load directly from the HDD?

I wondered if the level streaming loads directly from the HDD. My first thought was if that would not be to slow, or if the chunks are just loaded into ram and asynchronously processed if appropriate ...
3
votes
1answer
162 views

How do I let a game support different rule sets?

I'm making a MUD game engine that supports D&D , Pathfinder and other tabletop-RPG rule sets. I am starting to build out how characters interact with the world (e.g. dialog, battle, searching for ...
1
vote
2answers
399 views

What GameEngine to choose [closed]

I concider myself an amateur, but I have quite some experince in Unity3D. Over the course of the next three years - before I can quit my job and go to colledge - I want to make ONE game. Now the ...
3
votes
2answers
231 views

What are my options other than game engines? [closed]

I'm a programmer. I've experience in Java, python, and c++. I see that some big games are built using game engines (Crysis uses Cryengine). However, other don't (Bayonetta for example). what's their ...
0
votes
0answers
25 views

Cleanly and quietly passing decrypted gamedata to game engine executable? [duplicate]

What? I've been developing a fairly large game in the Blender Game engine (an open source GPL game engine) for a little over a year and a half now and have been struggling with a commonly used method ...
1
vote
1answer
209 views

Unity engine vs JS engine for browser game [closed]

I'm trying to do a browser based game and I don't want to create my own game engine, no sense in recreating the wheel. Should I use Unity as my game engine? Or should I focus on a more Javascript ...
4
votes
1answer
353 views

Game Programming Gems series still of value? [closed]

Former Nintendo dev Mark DeLoura wrote a series of books called "Game Programming Gems". (http://www.satori.org/game-programming-gems/) Do these books still contain valuable concepts, considering ...
0
votes
2answers
1k views

Should I use DirectX 11 for 2d games or should I stick to DirectX 9? [closed]

After two years now I wanted to continue working on my sandbox project which I actually used to learn and experiment with various C++ features and DirectX. So far I have simple elements for 2d ...
2
votes
1answer
127 views

At what scale do I need to make tools? [closed]

In making a game, if I'm writing my own engine, at what sort of scale of team should I invest time in making a level editor tool? If it's just me on my own will it be worth it? Or when there's a team ...
0
votes
1answer
201 views

Render system should know entity manager?

in an ecs based game architecture, I think the entity manager is a "high-level" system, and the render system a "low-level" system. When I move my entity (that means I edit the position component of ...
0
votes
2answers
109 views

If I released a game engine under GPL v3, can I specify what parts of their code can be released under their own license?

I have a few questions about what users of my engine could copyright in their own project. The way the engine would work would be that it would be a standalone program in Java that would load all of ...