I'm developing a 2D Zelda game with LibGDX in Java using TileD maps. I am now adding NPCs to the engine and I'm thinking about how to make them so it's going to be easy for me to add/edit their custom ...
Well for C++ written games using Lua scripts for easy changing ai, quets etc is very reasonable and it's common. However now I'm going to write a game in pure python and I don't know if I should use ...
I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited ...
We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 ...
I am developing a simple game engine (in C#, if it matters), and I can't think of a decent enough way to implement scripting in terms of architecture. It's a simple turn-based strategy with custom, ...
What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...