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

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Collision detection logic

Edit 2 In the following picture sprite1 (the red square) is hitting the platform from the left, so: sprite1_rightEdge>platformSprite leftEdge would be true, so I can simply reposition ...
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1answer
356 views

Game Engine for quick Horror Survival prototype [closed]

for a University project we need to develop a prototype for a Survival Horror game using an engine of our own choice. We are currently preparing the project and wondering which engine to use. Maybe ...
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2answers
1k views

FBX Importer - Texture Name

I have a problem with the FBX SDK. I read in the data for the vertex position and the uv coordinates. It works fine, but now I want to read for each polygon to which texture it belongs, so that I can ...
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2answers
130 views

Gameover scene transition [duplicate]

I created a gameover scene in a crafty.js project but it does not run. Crafty.scene('gameover', function() { Crafty.background("#ccc"); Crafty.audio.stop("bg"); }); var gameOver = ...
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1answer
157 views

Increasing flexibility of a data passing system in a component based entity system

I'm creating a Component orientated system for a small game I'm developing. The basic structure is as follows: Every object in the game is composed of a "GameEntity"; a container holding a vector of ...
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1answer
164 views

I need help generating terrain for a 2D circle [closed]

How would you go about generating terrain for a circle. To be specific i am using a 5x5 .PNG as the thing or object that will fill the circle. At the moment i am having problems making the terrain ...
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1answer
814 views

Which features belong to the engine and which ones to a game?

Right now I find myself implementing and testing new features of my 2D game engine by directly coding them into engine. Simultaneously I have a showcase game (with scripting support) which should call ...
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2answers
283 views

How can I manage large numbers of objects in a physics engine? [duplicate]

MY friend and I are programming a game and I decided to give the physics engine a try. I was able to get a class working where it would calculate out the total force on a model and apply the correct ...
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4answers
2k 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, ...
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1answer
109 views

Lightgun game (Mouse not in the middle) [closed]

I'd like to do a small lightgun game. So the mouse should not always be in the middle like in most ego shooters. The player should be moved trough a world and then shoot some enemies at a more or less ...
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2answers
1k 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 ...
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1answer
178 views

How to provide a fully programmable pipeline for rendering?

I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...
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2answers
285 views

Why are graphics engines writern in C/C++, when games are GPU bound? [closed]

What performance benefits a low level language can give to the engine, when the game is dependent on the GPU?
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1answer
434 views

Selecting and moving object in OpenGL Gameplay3D Engine

I'm using Gameplay3d as a game engine to develop a simple board game. PEG Solitaire I've come to the part where I've created a 2D grid for all the movable object, empty locations and also where it's ...
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1answer
901 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 ...
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1answer
787 views

Which game engine does “Ridiculous Fishing”(iOS) use? [closed]

Does it use game engine or just c++ libs? Its UI is concise and smooth.
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2answers
268 views

Why do most games save the players team as a short in the player class and not as a pointer to a team object [closed]

Why do most games save the players team as a short in the player class and not as a pointer to a team object. As far as I know both methods have their advantages. Short method: Saving it as a ...
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1answer
414 views

Python 3d game engine? 2013? [closed]

I saw another question from 2011 on this, but it's 2013 What's the best 3d Python game engine to learn? Good documentation, cross-platform, good community, continuing development? I looked at ...
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1answer
3k views

Voxel terrain engine [closed]

Is there some voxel frameworks or extensions for game engines like Unity? I really need a system to dynamically generate voxel ruinable terrains.
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1answer
245 views

how to add fog to a model instantiated in Xna? [closed]

I work on a small XNA games. I generate a large map type voxel. a floor of 1000 cubic long by 1000 cubes wide. This is why I use the method "MODEL instancing" with hardware instancing to generate a ...
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1answer
1k 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 ... ...
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3answers
1k views

What are the benefits of using a 2D game engine on Android?

I have thought about just coding a 2D game on Android using just pure Java and the Android SDK, no engines like libdgx, cocoa-2dx attached. I don't know if I really need to use a game engine or not. ...
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4answers
2k views

Entity/Component based engine rendering separation from logic

I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...
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1answer
282 views

Do “write once run anywhere” engines require platform specific code for multiplayer?

I've been investigating the myriad selection of mobile game dev engines that allow compilation of your code onto multiple target platforms, but, something I can't seem to figure out is if ...
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1answer
181 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 ...
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2answers
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How do I support variable screen ratios using AndEngine?

When displaying a background, AndEngine produces black bars above the image on certain devices. How do I support variable screen ratios for different devices using AndEngine?
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5answers
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What to consider when evaluating libraries/engines for making a game?

I'm going to make a game, but I've noticed that there are a lot of game engines/libraries/frameworks available out there, and I'm having a little trouble deciding which one I want to use. I'm already ...
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1answer
443 views

Performace benchmark between a C++ and a C# renderer engine? [closed]

I want to create a performant 3d renderer for a tech demo at the university workshop. The engine will basically render a forested backdrop, in a small octrant. I am thinking of writing the engine in ...
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1answer
236 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 ...
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2answers
476 views

I would like to build a 2D multiplayer game. Do I need a game engine or not?

I plan to build a very basic 2D game in html5: it's purely a map divided in 2D equal square tiles. A player can click on a tile to see the message "behind" a tile. Once open, other players can't open ...
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1answer
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Playing basic imported animations in UDK

I'm trying to wrap my head around basic animations in UDK. I've created a simple turret-like structure in Maya, rigged, skinned, and animated. It has 4 bones. I have done all the steps necessary for ...
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2answers
300 views

What java library/framework for a game with baldurs gate like grapics? [closed]

I really would like to create my own small rpg. It could probably look as simple like baldurs gate. So without fancy 3D stuff. As language I want to use java (or scala, I thinking about it - the good ...
4
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1answer
223 views

UV mapping doesn't work without duplicating vertices, but duplicating will reduce performance, right? Is there another solution?

Situation: I've been trying to gradually get a lower and lower level of understanding of how games work, and lately I've been following Rastertek's DirectX 11 tutorials. Of course, I started branching ...
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3answers
408 views

How do I prevent memory-modification cheats?

There are many memory-altering programs out there nowadays (Cheat Engine & co). Is there an efficient way to keep a constant variable actually constant? I had two ideas: Make a separate thread ...
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1answer
914 views

3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like ...
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4answers
221 views

Is it worth taking the time and making a game scripting engine instead of directly coding?

I don't know exactly everything there is to game programming and I forget things so I like to write libraries that are easy to use so I can use the thing that's hard to do such as file serialization. ...
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1answer
836 views

How can I switch between DirectX and OpenGL renderer in my engine?

I am currently developing my engine with DirectX, but I want to make it cross-platform in the future, using OpenGL. How can I check which platform my engine is running on? And can I use an if ...
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3answers
509 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 ...
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2answers
360 views

How would the entity system handle dependent components?

Currently, I am still learning about entity-component-system, and I have the following question concerning the components. How would the systems handle dependent components? For example, In a 2D ...
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2answers
276 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 ...
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3answers
654 views

Why Game engines use C++? [closed]

Why most of the game engines use C++ to develop game?. Why not java or C#?.
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0answers
110 views

Architecture for mixing synchronous and asynchronous program flow to maximize faux real-time yet logical gameplay?

What I am attempting to make is a faux real-time game engine in node.js (taking advantage of the non-blocking I/O). When I say 'faux real-time' what I mean is I want players to interact with the world ...
7
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3answers
573 views

How do I prototype an online game?

I would like to know if you guys know of any libraries, engines, or even simply design patterns that heavily simplify the task of sharing information and sending of messages between networked ...
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0answers
144 views

What part of my engine should load images and fonts? [duplicate]

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 ...
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0answers
132 views

Is there a logic game engine to be used in OS game? [closed]

Ludocore is a paper where a research on a logic game engine is presented. For game I cooperate on -- Opendungeons -- it would seem fine to have separate abstract layer of code which would deal only ...
3
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2answers
617 views

Handling movement using an Entity Component-based System Architecture

I have seen various descriptions of how to handle movement in a component-based entity framework. The most common I've stumbled across is the idea of using components called Controller, Physics, ...
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2answers
352 views

Is C++ here to stay for at least a decade more? [closed]

C++\DX\openGL is the best bet for creating video games and game engines. Will in future, C++ would mantain its spot as the industry standard?
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1answer
102 views

Are there any game engines out there that support cryptography? [closed]

Are there any game engines out there that support cryptography? Obviously when one creates a game engine in one of the more established languages, like C++ or Java, one can just get some cryptography ...
2
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1answer
289 views

Do games depend on OS to scale resolution?

I'm having issues with my computer related with scaling when using different resolutions other than the native. So I started to wonder, in PCs, is scaling handled by the card driver or the game ...
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2answers
186 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 ...