Object-oriented programming. A paradigm using objects (instances of a class consisting of properties and methods) to design games. Techniques may include data abstraction, encapsulation, messaging, modularity, polymorphism, and inheritance.

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1answer
81 views

What techniques are useful for modelling Character Actions via OOP?

I'm trying to rewrite a legacy php Browser-Based-Game so that it uses object oriented programming. I find it relatively easy to model concrete nouns, like: new Npc(), new Character(), new Account(), ...
0
votes
1answer
22 views

sfml/opengl, two objects of same class are sharing variables

whenever I use the none-default constructor, it only adds to the coordinates of the previous class(in an array) wall_1x1 wall[2] = { wall_1x1(0, -2, 0), //first argument is x, second z, and ...
0
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0answers
58 views

Using an object as a model to avoid too many parameters - XNA/C#

I have 3 classes(Skill,Projectile and Status),Skill has Projectile and Projectile has Status, all of them need to read information from a txt and to avoid open it everytime I want to create an object ...
0
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2answers
46 views

Can we create same name class for different objects in unity?

I have four similar objects in my game. As they are all similar therefore I have created a single script that defines mash for all of them. The script that defines mash for these objects uses a ...
0
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2answers
185 views

Good design for skills (heal,dmg etc)

I'm trying to create a good designed "skill system" for my game, but curious if anybody knows a good design? Skills can Heal,Damage ofc, they can be single target,multiple(chain), AOE. Instant ...
2
votes
1answer
94 views

Good approach in designing game classes [closed]

I took a semester-long course in java but I'm still a beginner in Object-Oriented programming paradigm. Suppose that I want to create a simple game where the player can go to different locations. Each ...
4
votes
2answers
324 views

How should entities in a game reference each other?

I've been reading a lot about design patterns, but in using these patterns there's one question that I keep coming back to. How should my entities access information about each other? Let's say I'm ...
0
votes
1answer
86 views

Is it better to make a cpp and hpp file for every new object or is it better to make one parent class and define types in there? [closed]

Let's say we make a game. The game has items, enemies, allies, etc and there are multiple of them, like zombies and robots as enemies. Do you think it would be better to make one parent class called ...
0
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1answer
90 views

Passing of board data in board games

Every time I make board game, I am faced with a decision. I have classes for the board and/or game logic, and another for the UI. I don't know how I should pass the board data to the UI. I could make ...
0
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4answers
195 views

Class design and data structures for a Tower Defense

I was trying to come up with a structure for a simple TD game that has following elements Tower Each Tower has a set of properties like range, damage, health etc There could be different types of ...
3
votes
1answer
241 views

How should my game characters store their abilities/spells?

I'm new to game development and a bit confused about how to effectively store an object's access to certain spells/abilities. The player and mob objects are all generated from the same class. ...
2
votes
1answer
104 views

Design pattern for level editor modes?

In a level editor that supports multiple editing modes, written in an oop language, how would you go about switching from mode to mode, considering that data itself remains the same? I am using a MVC ...
1
vote
1answer
213 views

OOP design, keeping track of entities

First, I would like to say that I have no experience with this and am still getting my head around OOP, so if something is really obvious, just point it out :) I am designing a game and I am not sure ...
2
votes
1answer
367 views

Architecture to draw many different objects in OpenGL

I have some objects that I want to draw. I am not sure how I can create my architecture in a way where I can draw everything as fast as possible. As example: class MyObject { float[] vertices; ...
1
vote
2answers
120 views

Command Interface design for RTS

Commands may have different target type; like NONE, COORD, UNIT. Some example commands may be: Attack (target UNIT), Move (target COORD), AttackMove (target COORD), Stop (target NONE), UseAbility ...
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vote
2answers
108 views

OOP Question for Team System

I'm not quite sure right how I should create my "Team System". Lets say I have 2 teams with 4 players in there. The teams are Team Blue and Team Red. A team knows the amount of its members, the amount ...
1
vote
1answer
209 views

Game development for high-school with C++ and OpenGL [closed]

I've been teaching high-school students (12th grade) game programming in the last 2 years. The way I did this till now, was first to give them "half made" classes (for Point, Polygon, etc.) and ...
0
votes
2answers
35 views

GameLogic Model as Property or Constants with lookup in other Models?

Basically imagine a game where the Player has a Weapon which has a BulletType/type of Bullet. Now Player, Weapon and Bullet are Models having properties and they would represent Instances in the ...
2
votes
2answers
186 views

Decoupling the entity from whatever controls it

In a lot of games the player can choose whether an entity will be controlled by the AI or by the player. For example in the game Little Fighter 2, the player can choose how many of a maximum of 8 ...
1
vote
2answers
138 views

Is it acceptable to mix simple physics logic with gameplay logic?

In my 2D game I have a PhysicsEngine class. It currently does two things: Called every frame to apply global forces on all entities (e.g. gravity). Called by the CollisionDetector to do the physics ...
3
votes
0answers
431 views

Why are god objects so common in game programming? [closed]

This is a bit of a philosophical question. Excuse me if it's out of place here. Most modern games developed in C++ use (or at least purport to use) an object-oriented approach. A common axiom of ...
0
votes
1answer
65 views

How to modify Game1.cs out of an object it contains? [closed]

Assuming I Have a List<SomeClass> myList; in my Game1-class. It also contains an object of SomeOtherClass otherClass;. How would I modify myList (Add/Remove) out of the otherClass's logic? Or in ...
3
votes
2answers
142 views

Should entities store other other entities that they spawned?

How should a game entity add another game entity to the game world? For example, an entity shooting a missile (which is another entity), means the new Missile will need to be added to the entities ...
5
votes
3answers
537 views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People here suggested that when spotting a ...
-1
votes
2answers
158 views

How to avoid tons of `instanceof` in collision detection? [duplicate]

Consider a simple game with 4 kinds of entities: Robots, Dogs, Missiles, Walls. Here's a simple collision-detection mechanism in psuedocode: (I know, O(n^2). Irrelevant for this question). ...
1
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2answers
284 views

Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the ...
1
vote
1answer
49 views

How should I handle a modelview stack with multiple shader programs involved?

I'm building a framework where each object has an associated program and each object has a 'draw' method. What is the best choice, to have a single modelview stack handled by a Renderer class or to ...
0
votes
1answer
111 views

How to store and use different AI behaviours

I'm coding a space shooter on three.js (WebGL) and since the game I'm doing is rather simple, plus I want to keep controll of the structure, I'm not using a game engine. I'm using oop classes and ...
0
votes
0answers
307 views

Big game in Flash - how to create levels structure

I'm building a game in Flash similar to the structure of Angry Birds or Cut the Rope (where there are a number of "rooms" and unique levels created within each "room"). The user gets through the game ...
0
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0answers
22 views

Component systems: No inheritance hierarchy at all, or a basic one? [duplicate]

(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one). Until recently I implemented all my games using an inheritance ...
8
votes
3answers
312 views

How do AI agents access information about their environment?

This might be kind of a trivial question, but I am having trouble understanding this. Would very much appreciate your help. In game development using object oriented design, I want to understand how ...
2
votes
2answers
99 views

What is the advantage of wrapping D3D in a class versus a namespace?

Almost all the tutorials and books use a class wrapper for Direct3D. But I haven't found any scenario in which using more than one instance of Direct3D system (the "device" and state, et cetera) is ...
14
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6answers
2k views

OOP architecture for Hero with many attributes

I'm about to start a simple browser text RPG, with characters that can (passively) fight other people. This involves a list of about 10 skills like strength, dexterity and so on, with additional ...
0
votes
1answer
85 views

QuadTree treeNode design question

I'm a programming newbie. I have a Quadtree. I created a TreeNode class that the Quadtree will use as nodes. I have spriteNode that inherits from TreeNode. However, I also have several sprite ...
5
votes
4answers
2k views

How to make a game without OOP? [closed]

I am currenty studying game development and practicing making games. I use a lot of OOP in my games. For example, each missile that is shot is an instance of a Missile object, and added to a list of ...
0
votes
3answers
85 views

Getting entity type object [closed]

I have a custom entity class and what it does is create a SQUARE object. public class Entity { Rectangle rect; public Entity() { this.rect = new Rectangle(20,20); rect.relocate(200,200); ...
0
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1answer
760 views

Superclassing RPG Game Entities [closed]

I am in the design process of an RPG game and I have no experience at all in game dev. This question is about how I should approach entity management using OOP classes. My train of thought is as ...
1
vote
2answers
2k views

C++ OOP Implementation of a game [closed]

I've been recently trying to get into Object Oriented Programming by porting a game I've made in C to C++. The problem is, even though my implementation works, I don't know if is the best approach. ...
1
vote
1answer
861 views

Best Practices for class usage and game architecture

I'm making a 2D game similar to mario in Java. I have some questions about class organization and proper method usage. I have the following classes: Main: runs the game in a JFrame GamePanel: ...
2
votes
1answer
572 views

Multiplayer in a game. How to design it object wise?

I was suggested on StackOverflow to ask this question here. I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I ...
4
votes
2answers
2k views

Allocating Entities within an Entity System

I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are ...
-2
votes
1answer
100 views

good struct for making items in game [closed]

i am trying to make a java game. i have a spaceShip(player) on left. you can go up and down, and shoot bullets. from right side enemy keep on coming and shoot bullets. you have to avoid them and kill ...
-6
votes
1answer
214 views

Generic Class Name for RTS [closed]

Hopefully this will be a nice easy question :- I am building an RTS as a way of learning OOP techniques. Currently the code has the following classes Class MustInherit GameUnit Class MustInherit ...
1
vote
1answer
331 views

Bullet Manager Class

I'm making a game in AS3, and it's a rather simple shooting game because I'm original. Anyway, probably the most subjective question here yet: what is the best way to implement bullets in my game? ...
1
vote
1answer
516 views

Entity Component Systems with Model View Controller

Can the Model View Controller design pattern be used with non-OOP coding style, specifically with Entity Component System?
2
votes
7answers
1k views

is ECS a kind of (or vs) OOP? [closed]

Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
2
votes
1answer
3k views

HTML5 point and click adventure game code structure with CreateJS

I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap ...
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4answers
664 views

Non-object-oriented game tutorials

I've been tasked with writing an essay extolling the virtues of object oriented programming and creating an accompanying game to demonstrate them. My initial idea is to find a tutorial for a simple ...
0
votes
4answers
253 views

Actor and Sprite, who should own these properties?

I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a ...
6
votes
3answers
3k views

What's a good entity hierarchy for a 2D game?

I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates ...