Questions tagged [architecture]

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

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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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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). ...
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2answers
89 views

Moving cars on a tiled map

I'm writing a game which is situated on a tiled map. I have a PlayState on which there's a Board which cosists of Fields. My Board is an isometric map of a city, where each tile is a kind of road. ...
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1answer
106 views

Possible patterns for Registering event listeners of game entities with an event queue

I'm trying to integrate the idea of an event queue with a game loop that creates entities and responds to input. Is it better practice to submit entity reaction functions to the queue during input ...
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1answer
45 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 ...
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1answer
71 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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59 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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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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2answers
114 views

How do you make sure that a component can be applied to very different entities?

I know there's lots of posts about this sort of thing, and I've read a lot of them, but there's some gaps that I can't seem to fill in my head. Specifically, I've been reading about the SOLID ...
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51 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 ...
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1answer
84 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 ...
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1answer
91 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
384 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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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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45 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
63 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....
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2answers
194 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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2answers
127 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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1answer
141 views

How can I structure in-game menus?

I'm working on a multiplayer RPG using only C++ and SDL2. I've already made the main menu and a map editor, and I'm preparing to make the actual game. The main menu and map editor were easy to ...
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2answers
89 views

Querying game objects in real-time

I'm thinking about working on a game where I need to find all the objects matching certain properties. For instances I might need to look up all the objects... Producing gold. Whose level is 5 or ...
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36 views

Events to communicate between game objects in a component based system?

I am planning to try and implement a small simple "game engine" thing, with game objects that have their components and all that. My problem is, how do they communicate with one another? I understand ...
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20 views

How do I make match 3 blockers bigger than a 1x1 cell?

How do I implement blockers in a match 3 game that are bigger than the normal 1x1 cell size? Here is a short example clip from the game Genies & Gems level 181. It shows a circle blocker of size ...
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1answer
19 views

UnityTeams: Files to publish but no Upload button

I am using Unity 2019.2.14f1 to build a game. As I am working with a team, we have decided to use Unity Teams for the collaboration. The project escalated and we ended up having to architecture a ...
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25 views

Does it make sense to combine both Fixed TimeStep and Semi-fixed TimeStep for different update methods in a game loop?

Recently, I have started developing my game engine and I have been reading about game loops and the differences between Fixed TimeStep and Semi-Fixed Timestep. Both of them can be found around the web,...
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2answers
209 views

Project organization for a multiplayer client-server game

I'm programming a game 100% in Java but I'm having some issues concerning the final games architecture. I plan on having two separate projects: one that will hold the client side of communication ...
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1answer
100 views

Game states and events

I'm writting a game in C++ and I'm struggling with getting events and game states work together. By game states I mean something like this ...
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1answer
157 views

'Destroyed Actors' and 'Save Games'

Background Our team is creating an adventure platformer, and I have been tasked with creating a Save Game system. Our game features the usual progression systems, and is relatively linear. Approach ...
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33 views

Entity Component System. System and managed / filtered entities storage

Recently, I have been working on my own implementation of an ECS. One of the decisions I made was to make systems store a contiguous vector with all the entities that the system would work on (for ...
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2answers
72 views

Adding a map without recompiling

I am creating a maze game in c++. I have a class that is used to create the walls with positioning and collision. I want the user to have the capability to include the header files needed for making ...
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2answers
176 views

How do i manage skill collision target in Unity?

I wanted to make a skill that can be used by both Player & Enemy. How do I make it such that the skill will not be colliding with the owner/caster or colliding with both? One stupid way I have ...
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1answer
7k views

Scene management [closed]

I viewed sources of rendering engines (ogre, irrlicht, openscenegraph) but I can't really grasp the main ideas of their scene management systems. I also read many articles (including Game Engine ...
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1answer
665 views

Libgdx: Check collisions in Stage among actors

My goal is to check collisions among the actors that are in the Stage. My question is: is it necessary to maintain a list for each type of actor I have? Doing that I get 3 problems, 2 bad design ...
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1answer
225 views

Box2D simulation running slower on lower FPS(even when the desired FPS is lower than the actual)

I´m playing around and trying to make myself an easy platformer using the Box2D physics, before that I was not using it and was using my own physics implementation(just simple movements with timestep)....
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3answers
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Do multiple small script files use more RAM than one bigger script file?

So I'm still new to making games that have a baseline for computer resource usage and I'm confused with my question. I can't find an answer anywhere on the internet so I'm here. Simple Question: ...
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1answer
70 views

Hidden copies of the environment in an entity component system

For reasons outside the scope of this question, my game has several full copies of the game environment running asynchronously. At any one time, only one of these is rendered. This is trivial to ...
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1answer
88 views

Encapsulating parameterised prefabs

I'm currently using the following general pattern for most of my configurable components (i.e. MonoBehaviours): ...
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Sidecar Processes in Unity?

I'm a .NET Core web developer trying to learn Unity. In web development, if I want to perform more than one domain function at a time, I either want to run it as a totally separate service (disjointed/...
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5 views

Solutions for generating signed builds for IOS and Android

I developed a small game engine and successfully generated xcode and android studio project files on Windows machine. Now I want to allow user to generate signed build in cloud and publish them. Is ...
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60 views

“Systems” needed for a box-pushing game

I already have an idea for a game. I also have a few years of experience with casual programming and game dev, and I know the messy while loop I had until now will not be enough for my next project. ...
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1answer
332 views

What Situations is Saving a Game to Main Memory for?

I've been reading through Unreal's 'Saving and Loading' guide: Link Within, they present a capability to save a game to main memory rather than secondary storage: I haven't found any information on ...
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23 views

How to static link modules using static variable constructor?

I'm trying to make my game engine supports both static and shared linked modules. Basically I have a CREATE_MODULE macro that have 2 implementations. This is based on Unreal's method. ...
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2answers
179 views

Is it a good idea to use high-level API's in order to develop game engines?

I have been looking around the internet finding articles that talk about what you should learn to develop a game engine. Something that I keep hearing in many articles is that you should learn low-...
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2answers
59 views

How to script sequential events in GameMaker?

I am wondering if there is an elegant way to script sequential events in GameMaker 2. In Godot 3.1, it is very easy to chain events together using yield() and ...
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21 views

Best way to program 'classes' that can apply and cancel status effects [duplicate]

Imagine a game like League of Legends. A player can play choose a 'class' to play as. Their in-game character has the class equipped, and the class defines what abilities can be used. These ...
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2answers
1k views

How to manage state in a component-based game engine?

I'm working on a small, data-driven game engine with some friends. We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the game....
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1answer
59 views

How to handle all the customization data for a Loot and Shooter?

Games like Borderlands, Fortnite, Destiny all have some sort of mechanic where your skills are modifiable by the equipment you carry. For example in Borderlands, you can equip a pistol with generic ...
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26 views

Unity - Logic for saving and loading objects with both static and dynamic data

I need help to get some structure for my save and load. I am making a city builder, so I have Buildings thats need to be saved. Each building has a lot of static Data, for example ...
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2answers
97 views

Resetting variables when starting a new game

What is the best practice when implementing a way to start a game when a previous game has been played and the game's variables have already some kind of values assigned to them? The most naive ...
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2answers
101 views

Catan Optimal Placement

Is it possible to calculate the best possible placements for settlements in Catan without using an ML algorithm? While it is trivial to simply add up the numbers surrounding the settlement (highest ...
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1answer
110 views

How to set up an architecture and a strategy allowing the persistence of the data of a MUD in a relational database?

How to set up an architecture and a strategy allowing the persistence of the data of a MUD in a relational database? Type of game: My question relates to the design of a Multi User Dungeon (MUD). ...

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