Questions tagged [architecture]

How code is structured. For questions on the internal design of a game engine.

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Data structure for objects in a galaxy of star systems

I'm having some difficulty coming up with the appropriate data structure to use for a game. I'm aiming for a galaxy view with tens of thousands of visitable star systems. Structure Hierarchically, ...
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55 views

Synchronizing clients

I have a server-client setup where each client has a number of screens attached, and the screens together form the display. As such, the visuals displayed by each client needs to be roughly in sync. ...
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93 views

Instantiating GameObjects in Custom Game Engine

So,i'm having a bit of an issue with instantiating my gameobjects into to universe(My Scene object). I can create an empty object from scratch and populate it from there with ease,my problem starts ...
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178 views

Game Architecture: Class leaking into almost all files

We currently have the problem that our main class GameController is being pulled into every backend file in our game. We're wondering what are common solutions to this problem. Here's a bit more about ...
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Questions about “stateless, layered multi-threaded rendering”

I have read this blog: https://blog.molecular-matters.com/2014/12/16/stateless-layered-multi-threaded-rendering-part-3-api-design-details/ Where does a setup like this bind textures/buffers and does ...
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How to deal with references to shared manager classes

I am using C# with MonoGame, although this is relevant for any object-oriented programming language Static classes should be reserved for stateless utility classes (for example System.Math) and they ...
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44 views

Entity Component System: Dependency Between Systems

Inspired by the Entity Component System Architecture, I started to refactor my 2D tiled-based game to follow the rule "favor composition over inheritance". However, after writing the ...
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ECS: Should Systems access only one component-type [duplicate]

Let's say I have a Transform-component-type, and a Color-component-type (to keep things simple). I also have an entity E that is ...
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26 views

Multiple planar reflections works weird in UE4

When I add multiple planar reflections for arch-viz, some of them on glasses don't have any result, but ones on mirror works properly. Sometimes all the planar reflections on glass are invalid. But ...
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Game server multiplayer architecture

I'm planning to build a big browser multiplayer game with gameplay very similar to agar.io but rpg. Game will be containing rooms as It's done in agar.io. 50-100 players max per room. Realtime. 10ms ...
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How to disable pause() in game_loop() once game_over() function is called?

How can I disable pause() in game_loop() once game_over() function is called? game loop ...
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2answers
97 views

Why do we have to use a fractional numbers in the graphic engines (2D/3D)? Why integers are not enough?

Maybe it'll be a super beginner question but can someone explain me why do we have to use a fractional numbers (floats, doubles) ...
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Approaches on 2D top-down track racing visualisation

I'm considering writing a very simple management style game with the theme being motorsport racing. I've got a good idea how to do the 'management side', but the issue I'm having is how to visually ...
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OOP architecture problem between Camera, Player, Weapon

I am making an FPS game in Unity, trying to keep myself to OOP principles as much as I can but I found dead-end. I want to add recoil to my game, now logically thinking the amount of recoil should be ...
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1answer
65 views

Functions in the game loop

I'm learning about the game development. No i'm on the total basics - writting a proper game loop. As i've searched over the Web i'v found that simple but good ...
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1answer
99 views

What's the Unity way of implementing data driven UI

I'm used to application development with frameworks like Qt, and I'm really fond of using MVC-like patterns. Now I'm diving into game dev and I have a bunch of data that I want to show the user and I'...
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34 views

Any clue to create natural shadow like this?

I only use skylight with hdri map for overcast lighting. The corner isn't dark enough compare to other's work. Any clue to achieve this natural falloff soft shadow? What I want What I get My world ...
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29 views

Managing player/AI state in Entity Component System

I am working on a 2d platformer game. Right now, I'm also using ECS. My question is how can I manage player's and AI current states in the context of ECS when some states are exclusive and some may be ...
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1answer
113 views

Shifting Skill Tree

I have been thinking of implementing a system like Wolcen does for their skill tree, however I want to use it for level unlocks. Nodes grouped in segments and multiple segments from a ring (see ...
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Game Rooms Server Architecture - ENet CSharp

My team and I are working on an upcoming online fighting game using ENet-CSharp (A C# ENet implementation created by nxrighthere), and we're currently designing the architecture of the server. We ...
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Making a successful party matchmaking system

I am currently making lots of servers and stuff like that for a game that me and a few friends are working on. For the last few days I've been thinking a lot about how to best implement a partied ...
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1answer
62 views

Entity component system: how and where store pointers to system resources or third-party lib's objects?

I'm migrating my game pet-project to ECS. I use C# (custom-made engine, not Unity). It goes pretty well, but one big thing is making me worry. This is how and where to store pointers to system ...
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Efficient way to store “item” objects in a simple game

I am developing a simple text-based game from scratch in Java. In this game, the user is able to collect items and store them in an inventory. My question is: how should I organize the internal ...
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49 views

Microservice architecture in game client

We can use microservice architecture for backend in mmo games, like one service for auth, one for chat, etc But can(or should) we use same architecture for client part in mmo games? One service for ...
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67 views

How can an Entity trigger changes to the world in C++?

I'm writing a simple physics based game in C++ using SFML. I want to trigger a scene change when my playerCharacter collides with a door. Since C++ does not have any native Event Sender/Listener ...
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2answers
55 views

Should I do interactions between a new class and the main engine via a redirector class, or directly refer to only the classes the new class needs?

I'm making an open-source voxel engine, and there's an architectural problem that I would like an answer to. I have come up with 2 different solutions, and would like your opinions on: When I'm ...
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1answer
67 views

Is it useful to distinguish between two different kinds of events?

i have thought about this for a long time and i think i just going in circles. I need someone to tell me if im just simply overthinking it. So, first of all im coming from a 'classical' ECS approach: ...
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1answer
87 views

Management of objects as targets of other objects

I have started my first game three years ago and learned a lot during that process. Now I would like to rewrite it to incorporate my "lessons learned" or try out new ideas. My game consists of space ...
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51 views

Skyrim:Papyrus Possible Conflict Error [18+?]

I am working with a friend of mine to create a mod that relies on a mod called Devious devices, which would allow BDSM be utilized in Skyrim's combat by allowing the assailants to have special weapons ...
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3answers
518 views

How to create a solid cross-scene game manager in the editor of unity?

I have been checking dozens of known 'solutions' for how to create a game manager in Unity, but none leave me satisfied. I know I can create a singleton GameManager.Instance() that would have data to ...
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1answer
40 views

What is the most effective way of managing scene objects states in Unity?

I often see this kind of problem in projects: the scene contains many hierarchical objects that must be in a certain state to work correctly. If a disabled object has to be edited it has to be ...
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1answer
68 views

How do you handle entity life-time and entities without all components in an ECS?

I'm just starting to implement my own ECS and am drawing everything down on paper to make sure I understand it all before tackling the implementation in code. However I'm getting stuck on entity-...
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1answer
39 views

Ideal way to instantiate abilities in a class give a dynamic list of abilities to use?

I have a PlayerClass class that is used to set my Player's class. For instance, this will make him a warrior: PlayerClass warrior = new WarriorClass(); ...
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2answers
92 views

Best way of passing game data in functions?

In most programs, if we want to do something to, say, Bob, then myFun(bob) is enough. We know that the function deals with Bob and won't touch Alice. However, in a ...
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1answer
87 views

How to differentiate between object types and roles?

I have a base class Object, and depending on how the object must behave on the scene, I have multiple abstract "role" classes, that inherits virtually from ...
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595 views

Idle game: calculating resource generation/consumption

I'm making an idle game in the vein of Melvor Idle and I've run into a problem calculating the yield and consumption of resources while the user is away. For those who don't know, many idle games have ...
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1answer
20 views

Best way to implement a class or interface for a set of UI buttons that only differ in their Draw() function?

I have three types of UI buttons that go on a cooldown bar: A traditional cooldown bar button where once the corresponding key is pressed, a timer shows over the button and dims the texture. A button ...
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79 views

Best game loop architecture

So I understand how a game loop works (listenInputs/updateData/redrawInterface) but what I'm struggling with is how am I supposed to equalize rendering? I initially thought I had to make the thread ...
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1answer
37 views

Behavioural Items with ScriptableObjects

My game has an item system that is relatively small compared to most of the RPGs, but it is pretty similar to the games like Half-Life and Counter-Strike where you have an inventory consists of ...
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2answers
103 views

How do I design my RPG-like class system in a more modular way?

I'm building a mod for Terraria that will add classes and their corresponding abilities to the game. You're a warrior? Push your ability key and you'll use your berserk ability. I'm trying to make ...
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unity3D Angry bird orthographic 3d approach

i want to create a game like angry birds but in orthographic mode 3D . i want to give the player the ability to Jump to the Red and Blue Platform (see the picture below) with the Click, Drag and ...
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Forward rendering and separation of shaders logic

I'm currently playing with writing a rendering engine and implementing a forward rendering pipeline. I have few doubts on how things should be implemented regarding the render passes as-well as the ...
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2answers
45 views

How do I design my classes so that my Player.cs code can use class-specific abilities from another script? [duplicate]

Right now, I have a Player.cs class that handles button pushes, movement speed, damage, Update() etc. At the moment, all of the logic for button presses triggering an ability, and the logic ...
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1answer
35 views

Flexible Message

I'm looking to create a way to show messages to the player. The message should be able to have pictures, different options and outcomes. What's the best way to design this?
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Design decisions in building a 3D Rendering Engine using Vulkan in C++

I'm starting to learn the core concepts and features of the Vulkan API. I'm following the tutorials that can be found here: vulkan-tutorial. I'm at the point of getting ready to implement the code to ...
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25 views

Updating argument for a matrix every frame

Question is how to properly use continuously changing argument every frame. I have Class Shape, which have children Box, Sphere, etc..., I'll follow with Box example. Each of children have ...
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1answer
366 views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
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1answer
69 views

Making an RTS game- how to handle player-created units interacting with each other

I'm making an RTS game in Unity with C#. However, the interaction I'm going to have with player-created units interacting with other player-created units is what has me stumped. The player and his ...
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1answer
744 views

Game Engine Memory Allocator

I'm a bit confused on how to implement an allocator for my game engine. I'm currently trying to implement PhysX for the physics in my game and it requires an implementation of an abstract allocator ...
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Filter data in scriptable objects

I have imported data from a csv file into a scriptable object. The scriptable object is made up like this. ...

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