Questions tagged [architecture]

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

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86 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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how can i separate a network function so i can run it each frame?. c++ game development [closed]

full disclosure: i am not a very experienced C++ developer so i think i am asking something basic. i have this snippet of code that start my client: ...
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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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19 views

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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0answers
40 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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39 views

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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35 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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0answers
58 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
62 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
81 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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0answers
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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
297 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
32 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
47 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
35 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
89 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
85 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 ...
2
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0answers
575 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
19 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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0answers
62 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
36 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
95 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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29 views

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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0answers
24 views

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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0answers
24 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
245 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 ...
0
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1answer
59 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 ...
3
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1answer
631 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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0answers
13 views

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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1answer
273 views

How to program (architecturally/organize) a set of customizable changes to a game?

The floor of my game (tower defense) is composed by a set of cubes. I wish to change these on some of the waves. I have a list of the changes that need to be made on each wave in a floorController ...
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31 views

What information should be included in a render command?

I'm writing a 3D renderer for my engine and now that I'm working properly with a scenenode system, I've decided to implement render queues (command lists to some) and render commands. I wanted to know,...
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35 views

minecraft like game server database arhitecture

Let's say we have a 2d map 500*500 tiles in size. And each tile is editable by players and has many states. So it's 250k tiles. The game is multiplayer online game. What would be the best approach ...
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27 views

How would I go about creating dynamic weapons using EC architecture?

I currently have a weapon component that contains common functionality across weapons (mainly guns). ...
2
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1answer
137 views

Right way to get reference from across scene object in unity

I need a reference for the game-object from another scene but the problem is that the scene object by default is off. So I thought that I should place its reference in another script and get a ...
0
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1answer
83 views

How to manage network spawning?

I'm developing an multiplayer game "from scratch" (not using a big Engine-Suite like Unity but the lower-level libgdx). Currently I've got a NetworkManager which handles the sending of messages on ...
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0answers
63 views

Is it better to store whole levels in one model file, or maintain smaller reusable models and a custom scene format? [closed]

I've experimented with a few small game engines over the past few years and usually I end up keeping models separate as a .dae or similar file, then designing a scene file format and hand-writing the ...
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0answers
78 views

Workflow for a data-heavy, almost spreadsheet-like management game

I'm absolutely fascinated by the management games, such as Football Manager, with dozens of spreadsheets and thousand of pieces of data. Coding it all in Unity, especially for a prototype, feels like ...
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0answers
53 views

Is Loading Assets Before Game Start Necessary? [closed]

I am creating a relatively simple game engine that uses opengl. Do I need to create a system that loads all the 3d models / textures from files before the game starts, or is loading them during ...
0
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1answer
118 views

Good data structure for storing graph-like map

I'm creating a strategy-based kingdom expansion game, where you start with one city and try to expand as far as possible from there. All the cities fit on a hexagon-grid and are connected by the edges ...
0
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1answer
110 views

Need help with making number system for idle game

So, I want to create a new game. I have problems with how to store large numbers in the game and how to output them. I have written a small pseudo code that contains everything I need to play the game ...
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1answer
438 views

dx11 Rendering to target texture shows only clearcolor(ImGUI-Custom Game Engine)

Im trying to create a game view for my game engine using ImGui framework,however when i try to render texture,there is only clear color displayed on the screen. My plan Creating Render Target ...
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0answers
48 views

How to document processes and concepts for a game?

For the sake of generating a documentation and having a reference for my self, I want to formalize some concepts, behaviors and processes in a proper way. For example: My game has a game server. This ...
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1answer
70 views

How do rendering pipelines improve the performance of updating all the vertices every frame?

Let's say I am implementing a simple game engine, particularly the rendering part. From the high-level view we have some vertices which are copied to the graphics card alongside shader information etc....
3
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2answers
234 views

String storage in game engine

I've been designing the memory management module for my game engine, including things like custom allocators and when it came to allocating memory for strings I kinda got stuck. What I mean by strings ...
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4answers
4k views

How can I implement an inventory that stores different types of items?

Let’s assume I want to create an RPG with collectible items my character can pick up and store in his inventory. One item could be a sword, with an attack, defense, and level attributes. Another ...
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2answers
146 views

Why are rotations in 2D game engines often counter-clockwise = positive systems?

I was looking over the API for a game engine a friend was developing in her spare time. She made the decision to make positive angles rotate in a clockwise direction. This immediately struck me as odd....

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