Timeline for Game architecture / design question - building an efficient engine while avoiding global instances (C++ game)
Current License: CC BY-SA 3.0
16 events
when toggle format | what | by | license | comment | |
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Jun 15, 2017 at 21:41 | history | edited | Vaillancourt♦ |
Removing the engine tag.
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Oct 12, 2015 at 14:56 | answer | added | Sergey K. | timeline score: 0 | |
May 29, 2014 at 15:01 | comment | added | Adam Naylor | A great article on the service locator pattern and how it pertains to game development can be read here: gameprogrammingpatterns.com/service-locator.html | |
Jul 11, 2013 at 20:26 | comment | added | user1430 | Hi @Dominik2000, this is a Q&A site, not a forum. If you have a question you should post an actual question, and not an answer to an existing one. See the faq for more details. | |
Jul 11, 2013 at 19:34 | comment | added | Dominik2000 | this thread is a little bit old, but I have exactly the same problem. I use OGRE and I try to use the best way, in my opinion option #4 is the best approach. I have build something like the Advanced Ogre Framework, but this is not very modular. I think I need a subsystem input handling which only get the keyboard hits and mouse movements. What I don't figure out is, how can I create such an "communication" manager between the subsystems? | |
Apr 7, 2013 at 14:31 | answer | added | Shadows In Rain | timeline score: 0 | |
Apr 4, 2013 at 16:02 | vote | accept | Awesomania | ||
Apr 3, 2013 at 9:54 | answer | added | vdaras | timeline score: 19 | |
Apr 1, 2013 at 14:41 | comment | added | Klaim | I changed the tags because this question is about code, not game design. | |
Apr 1, 2013 at 14:40 | history | edited | Klaim |
edited tags
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Apr 1, 2013 at 14:23 | answer | added | Naros | timeline score: 4 | |
Apr 1, 2013 at 13:11 | comment | added | Inisheer | Adding as a comment since I don't know if it's a best practice. I have a central GameManager which is composed of subsystems such as InputSystem, GraphicsSystem, etc. Each subsystem takes the GameManager as a parameter in the constructor and stores the reference to a class private member. At that point, I can refer to any other system by accessing it through the GameManager reference. | |
Apr 1, 2013 at 12:13 | comment | added | Emmett Butler | I understand your instinct that singletons aren't great design. In my experience, they've been the simplest way to manage communication across systems | |
Apr 1, 2013 at 6:14 | answer | added | Apples | timeline score: 1 | |
Apr 1, 2013 at 4:48 | history | tweeted | twitter.com/#!/StackGameDev/status/318585521993576448 | ||
Apr 1, 2013 at 4:38 | history | asked | Awesomania | CC BY-SA 3.0 |