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22
votes
5answers
5k views

Game logic on the server! Good or bad?

I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
17
votes
6answers
4k views

Separating game data/logic from rendering

I'm writing a game using C++ and OpenGL 2.1. I was thinking how could I separate the data/logic from rendering. At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
12
votes
1answer
3k views

Separating physics and game logic from UI code

I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in ...
11
votes
5answers
1k views

Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?

I've been cogitating about developing a logic game similar to Einstein's Puzzle , which would have different sets of clues for every new game replay. What data structures would you use to handle the ...
11
votes
4answers
3k views

Synchronization between game logic thread and rendering thread

How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the ...
8
votes
3answers
1k views

Why should I separate objects from rendering?

Disclamer: I know what an entity system pattern is and I'm not using it. I've read a lot about separating object and rendering. About the fact that the game logic should be independent from the ...
8
votes
3answers
784 views

UPS and FPS - What should I limit and why?

I'm currently writing a game using C++ and SDL2 and there's one thing that I'm wondering about - does it make sense to limit my frames per second (FPS) and/or my updates per second (UPS)? I get the ...
8
votes
1answer
1k views

Separating logic/update from render/drawing code in a single thread using sleep

I've read that the speed of game objects should not be hindered by FPS but instead should be based on time. How can I seperate the update/draw code to maximize performance without limiting the drawing ...
6
votes
5answers
1k views

Whats the most efficient method for controlling entities?

I'm creating a tower defense game and I'm having logistical issues trying to figure out how to best have all of the enitites do their apporiate task. I have considered just constantly looping through ...
6
votes
4answers
2k views

How does an Engine like Source process entities?

[background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are ...
6
votes
2answers
475 views

Is it possible to have concurrent collision detection where every entity acts at exactly the same time?

There are many algorithms that can be used for collision detection. In many cases we check for an overlap in coordinates of an entity. If we make a triangle a,b and c. We have 2 entities at a and b ...
6
votes
4answers
674 views

Machine Learning in AI for benefit analysis round to round in a rummy like game

For fun I am building the game 5 crowns. Well I've gotten to the point where I am implementing the rules for the computer players. I've found that my decision tree has so many nodes on it that I ...
6
votes
1answer
579 views

Linking nodes algoritm for Visual Design

I'm developing an editor for my game, and now it's time to make a visual scripting system to let designer modify behaviours. This video shows what i have done and the problem to resolve the link ...
5
votes
3answers
721 views

Save Security with MD5 Hash

I'm working on a flash game that saves your progress locally. These saves can easily be hacked. My solution is to add an md5 hash of all the variables saved into the save file itself. When loading the ...
5
votes
2answers
255 views

How to “repeat” a sprite in the gameworld in a random fashion?

I have a platform flash game which includes a level with just two backgrounds which are flipped side by side so that a looping background effect is created. In this I have to include Obstacles. ...
4
votes
3answers
931 views

Question about separating game core engine from game graphics engine

Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea ...
4
votes
3answers
2k views

Writing Logic behind card games

I'm not a dev noob, but definitely never done anything in game dev. There is a trump based card game we play in town that I plan on coding. I'll be either using python/ajax/pyqt or c++/qt. My ...
4
votes
1answer
470 views

rotating an object from sourceAngle to destAngle, both 0-359, clockwise or counter clockwise?

I've got a game object i need to rotate. It's current angle is player.rotation, the destination is targetAngle, both in degress, 0 to 359. I've got a function named rotateDirection(float sourceAngle, ...
4
votes
1answer
766 views

Best way to separate display and game logic (threads)

What is the best way to separate render and game logic threads? I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second. I want to ...
3
votes
4answers
3k views

3-in-a-row or more logic

This is a bit more difficult than it seems and the one other post on here isn't sufficient. You have a row of n items, and each item could be any one of 5 colors. You need to find if there are any ...
3
votes
3answers
232 views

How can I model a “weapon overheating” mechanic?

I want to create a weapon overheating system very similar to the plasma rifle in Halo. You can watch a video of the plasma rifle firing. What I want to do is to create a flexible logic that can be ...
3
votes
1answer
367 views

Keeping everything within one Activity

Overview My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way. At the moment, it goes straight into the game at level 1. I will ...
3
votes
4answers
3k 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 ...
3
votes
1answer
1k views

Stuck on development of turn-based-strategy game

I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
3
votes
2answers
446 views

Derive a algorithm to match best position

I have pieces in my game which have stats and cost assigned to them and they can only be placed at a certain location. Lets say I have 50 pieces. e.g. Piece1 = 100 stats, 10 cost, Position A. Piece2 ...
3
votes
2answers
708 views

Opponent car logic in race games

I'm developing a race game in Andengine. I have created a car which player is controlling. But since this is a race game, there should be 3 or 4 car which snatch with the player's car. My question is: ...
3
votes
0answers
139 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 ...
2
votes
1answer
508 views

Moving sprites based on Delta time - consistent movement across all devices with different resolutions

This is the formula I am currently using to move my sprites across the screen: Examples below only deal with X coordinates to keeps things as short as possible. Initial variable declarations: float ...
2
votes
2answers
2k views

Should I code game logic separately from game engine scripts

I'm developing a game in Unity3d, economic strategy. I wonder if I should code logic inside unity scripts, or write it as an external module/library? By game logic I mean game model, which describe ...
2
votes
1answer
3k views

Pausing and resuming in Unity

I've been writing this code quite late so please bear with me. I'm trying to pause the game and show a menu when I'm inside a collider and then when i press a key it should unpause the game and ...
2
votes
2answers
168 views

Finding diagonal objects of an object in 3d space

Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from ...
2
votes
3answers
713 views

How can I export Blender game logic for controlling actor actions?

How does one export game logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet?" I have a Blender model that has game logic sensors that ...
2
votes
2answers
126 views

Where does game logic belong? [closed]

I've always had a hard time wrapping my head around the 'high levels' of game logic and where/how large components, such as collision detection/physics, rendering, and user input, interact with one ...
1
vote
6answers
4k views

Snake game logic

So I'm thinking about making snake game. I started thinking about it. I figured out almost everything, but I have found one fundamental problem I can not fix myself and I need your help. The logic ...
1
vote
2answers
525 views

How to handle “weapon slots”?

I'm working on implementing an RPG engine, and I'm trying to figure out the best way to implement equipment. The really tricky part is the hand slots. It would be easy to give a character one hand ...
1
vote
1answer
490 views

In 2d game logic, should I use pixels or world coordinates?

Currently in my game I handle the logic (collisions, movement) using pixels but I find it very limiting espiecially when thinking about variable speed. For example Box2D requires you to use ...
1
vote
1answer
287 views

How to decide who wins a race?

I'im thinking of building a text-based browser game. A racing game.like F1 or rally. users can set-up a car. thinks like tyres, fuel, driver,brakes. every attribute gets a value. the part where i ...
1
vote
1answer
145 views

Kart Racing Attack AI

I am developing a kart racing game. In it, the players fight with each other while racing. There were several ways I tried to add attack AI to the enemies and the player. When the user clicks on ...
1
vote
3answers
119 views

Should cooldown be time or tick based?

In the past I've done cooldowns as a specific time in ms, but I was thinking isn't having tick based cooldowns better. This would be more accurate and efficent(not sure). The bad side I can think ...
1
vote
1answer
236 views

Best Practices for combining animation and logic

In Games I often run into this kind of scenario: The Game Logic decides something happens, and of course the logic does so instantly. But the Game also has animations depending on the logic. Like ...
1
vote
1answer
93 views

Determine Mesh Vertex Index Given Another Mesh Index

Please bare with me as I explain what I am trying to accomplish :P Each 'X' below represents a mesh vertex: For my Unity3d GameObject (G1); the mesh vertices are stored in a C# List object in the ...
1
vote
3answers
497 views

Bouncing ball isssue

I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped ...
1
vote
1answer
353 views

rotating an object on an arc

I am trying to get a turret to rotate on a 90 degree arc (rotating about 2 orientations about the y-axis), and have hit a wall. I have 8 possible starting orientations (multiples of 45 degrees about ...
1
vote
1answer
179 views

Can you share some URLs for tutorials that demonstrate programming basic game logic?

I'm really looking for some of the basic concepts to get started, like decision trees and some discussion around aspects of AI and what to consider. A tower defense game would be a good example (but ...
0
votes
2answers
932 views

Game Logic - Tree Based Game Design

I'm trying to write an easy to use and extremely modifiable game engine in C++. I was thinking about using a tree to store game data. All objects would inherit a from the Node class and would have ...
0
votes
1answer
657 views

Hearthstone suggest a card algorithm [closed]

Does anyone have an insight of the suggest a card algorithm in hearthstone deckbuilding? I would like to try to see it that same suggestion can be applied in MtG, having for example to choose your ...
0
votes
1answer
233 views

Logic For camera Movement

Every time I move the hero on my screen I increment a screenOffsetX and a screenOffsetY. These add 1 if you move right, -1 if left to the sceenOffsetX. Add the screenOffestY +=1 if down, -=1 if up. I ...
0
votes
1answer
184 views

Java: Standing Animation

I've been working on a top-down, and the player already has animations for moving left and right. However, if I move a certain distance and stop, it will stop on the walking animation, which isn't ...
0
votes
3answers
363 views

Logic to path finding checking

I'm a little stuck on the logic to how i use my path finder efficiently in my game. This is basically how the game works: Building generates goods "Factory" > AI transports goods to "Warehouse" ...
0
votes
1answer
71 views

Oblique launch within a game

I'm creating a simple game in python that will follow the same logic of DDTank and Worms. The graph is formed by characters. The buildings that will be destroyed are formed by '*', players are '@' and ...