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9
votes
2answers
326 views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
8
votes
5answers
817 views

How can I update Display settings from an Options screen without restarting?

I'm currently creating a 2D RPG in C++11 with Allegro 5 and boost. My goal is to somehow update my game settings when an option is changed in the Options Menu. I don't want to force the user to ...
6
votes
2answers
446 views

How do I duplicate a Box2d simulation, mid-simulation?

I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
5
votes
1answer
252 views

How to structure complex global game state?

Assume you're working on an RPG like Fallout and you have all sorts of flags and variables tracking the state of the world. Stuff like: Talked to NPC X Opened chest Y Completed quest 1 Visited some ...
4
votes
3answers
1k views

How do I sync multiplayer game state more efficiently than full-state updates?

I've done a little game network coding before, but primarily with TCP for games without real-time needs. I am working on a 2D Java game with networked multiplayer. For learning, I want to do this ...
2
votes
2answers
216 views

How to manage Areas/Levels in an RPG?

I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My ...
2
votes
1answer
171 views

Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
2
votes
2answers
82 views

Managing past/present game state

I'm not sure if "game state" is the correct term, as my searching shows me a lot of results that are not relevant to my question. When I say "game state", I'm talking about the internal state of the ...
2
votes
1answer
77 views

Informing objects within a particular state of the world state

Following the State pattern, every state in my game is a derived object that reflects a particular segment of the game (MenuState, PlayingState, GameOverState, etc.) Each of those state objects holds ...
2
votes
1answer
106 views

How do I persist the states of distant objects?

How would one manage the state of static living things like trees in a large sandbox world? Trees in Minecraft, for example: They grow even when the player is far away. One way is to save them with a ...
2
votes
1answer
32 views

Game State query — Are Game states and Game Phases the same thing?

I am currently writing a simple board game app. I have written some basic states which are more to do with global state of the game. Currently they are just enums, they don't really do anything nor ...
1
vote
2answers
133 views

Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
1
vote
2answers
765 views

How to make a “GUI In Game”?

My game is very GUI based, the way how it works is that I have a GUI class, which contains the basic GUI elements, a parent GUI object, and a copy of the main game's class object. The game starts out ...
1
vote
1answer
138 views

How can I can I reduce the write load on a database for an MMO?

I am considering using MySQL as a database for storing the character states or the world for that matter. The thing is if I will save the character data on an interval, thus giving rest to the mysql ...
1
vote
4answers
161 views

How can I track both current and maximum values for a given statistic?

In my design I have several cases where I need to track both a max value and a current value (examples include Hit Points or Movement Points). I could track these as separate variables: int ...
1
vote
1answer
152 views

How do you get player to interact with level?

I suffer from this problem where I have say a class called Player and a class called Level. Now the only way I can figure out how to say make the player interact with the level is if I do something ...
1
vote
3answers
87 views

c - Starting an user defined function after the current one ends

The game I am creating displays a menu before starting, the user may select to start the game, or do some stuff. When the user selects an option, I need to call another function which actually does ...
1
vote
1answer
225 views

Slick2d - state change problem

In my slick-based game, I have 4 states - introState, gameState, pauseState and menuState. From the gameState, I want player to go to either menuState or pauseState. To do that, I did this in ...
1
vote
1answer
884 views

Saving an interface instance into a Bundle

All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a ...
1
vote
1answer
74 views

SpriteKit Game State Management

I've created a SpriteKit Mac OS X app and I am using a simple finite state machine to manage the game states. I've seen some solutions, especially for C++ games, where a GameState class and a ...
1
vote
2answers
70 views

Client Tells Server What Gamestate Data to Send Back

I'm just stepping into the world of MMORPGs and how they function, so assume I know very little. in a game, a client doesn't see everything that the server does. For example, the client can't see ...
1
vote
1answer
310 views

XNA Monogame GameState Management not deserilaizing

I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager ...
1
vote
1answer
52 views

Javascript 2D top down handling player direction graphics

In my top down game I can move the character around and the character will even face the direction he is moving however there is some weird behavior I'm having when you hold down one direction and ...
1
vote
0answers
48 views

Game state: getting it to work help! [closed]

I've started using enum in java but I ran into issues getting it to work, how would i be able to make it start of with a Intro going into a main menu (with mainmenu backround and buttons) and you can ...
0
votes
2answers
256 views

Is networking programming quite generic

I have only looked into the basics, at least I assume it gets more complex. So does network code really change from one game to the next or is it pretty much portable. For example I can create say a 2 ...
0
votes
1answer
196 views

How to prevent a circular dependency between an entity and its state? [closed]

I've read this question, and I think it has some good answers and discussion, but it appears to focus primarily on rendering. I have a different problem in the management of a game entity's state. ...
0
votes
1answer
76 views

How are vertices determined complex geometries in an ever changing game state

For example say you wanted to draw a 3D cube you can define an array of hard coded vertices using float3, here is an example. http://msdn.microsoft.com/en-us/library/windows/desktop/jj552949.aspx But ...
0
votes
1answer
87 views

Restarting a game

I'm having trouble restarting a 2D game when the user presses the "New Game" button. Structure of my game: The game has several 'screens': Opening screen, instructions screen, main game screen, and ...
0
votes
2answers
909 views

Game state management?

I'm running in circles here trying to figure out how to implement game states! Many of the articles I have read use an abstract class that game states inherit, and another "manager" class that ...
0
votes
2answers
120 views

Storing a block world

I've gotten a basic Minecraft clone working (thanks to gamedev.stackexchange's help! ^_^), but know I have no idea how to save the file. Minecraft itself uses a naive list of block ids as far as I ...
0
votes
0answers
52 views

Handling menu input in the GameStateManager sample

I've been trying to get more customization out of the GSM sample and i'm a bit lost. I've made a new method in InputState.cs that returns true when a key is being held down. This is for scrolling ...
0
votes
0answers
199 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
votes
0answers
34 views

What's the best way to handle a game loop in C++? [duplicate]

I want to know what the best way to handle a game loop is in C++ (or any OOP languages). For example, if my game has two rooms - one is the main menu and the other is level 1. I would normally have ...
0
votes
0answers
561 views

How to implement a stack of game states in C++ [duplicate]

I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with ...