Questions tagged [architecture]

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

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9 views

How to read/write structure from/to a file?

I intent to develop a game engine. this engine will have couple of user interfaces for modellers and sound designers to perform their magics. Basically artists will use this UIs to create a world. ...
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1answer
109 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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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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2answers
83 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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31 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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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
11 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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19 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
175 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
93 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
127 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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25 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
69 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
169 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
653 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
207 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
80 views

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
57 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
86 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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30 views

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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58 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
326 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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21 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
172 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
80 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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2answers
54 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
55 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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1answer
85 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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20 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
95 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
96 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
108 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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1answer
182 views

How to Store AI Knowledge about the Game-World for AI Decision Making

I have a game-world with a fair amount of AI that have some Senses, like vision, hearing, touch, smell, etc. But I'm not sure how to put that information in a single place for the individual AI to ...
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1answer
45 views

Does a thread in a mobile game serve the same purpose as a view model in a mobile application?

I'm trying to confirm up my understanding of the coding differences and similarities between mobile game design and mobile app design for Android devices using Java/Kotlin. ~~ ~~ ~~ In mobile app ...
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13 views

Asset Duplication in AssetForge

Is it possible to duplicate assets in AssetForge? For instance, if I build a house and want to duplicate the entire house to another spot with it.
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2answers
109 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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38 views

Abstraction for dialogue and quests in web game

I'm not very experienced with web languages, but I know a little bit of JavaScript. I'm working on creating a text-based rpg in HTML and need a way to modify dialogues for main story or quest ...
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1answer
85 views

Where should I put units and items in a squad-combat ECS-based game?

So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
3
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1answer
83 views

How to make the player unable to change some of the game elements?

I am making a text turn based RPG fighting game in which you create your own spells. You also share them as JSON files with your friends. Sharing is required to win. The game is designed so that it ...
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1answer
108 views

What's an acceptable delay between a player's action and the effects of the action being visible?

So, I'm creating a game where all the systems push events onto the event queue. Those events are then dispatched at the start of the next frame. This works fine, but there are some situations where ...
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1answer
1k views

Use floats or doubles when writing mobile games

I know for shaders, floats should be used because they are the optimal choice for performance. Doubles are slow and use more memory which isn't ideal for shaders. While floats are less accurate and ...
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1answer
48 views

Is it bad to store other memory in a system, alongside the components buffer using an Entity-Component-System architecture (ECS)?

I'm currently writing a simple ECS architecture for an engine and I have the fundamentals in place but after reading up on this architecture, it is designed in such a way that the memory is contiguous ...
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1answer
85 views

Modeling complex requirements for populating loot/drop tables

I have a set of items and a data structure that describes where and how those items may be dropped. I'm looking to implement a roguelike/randomizer element to the game and want to include the special ...
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1answer
34 views

Can Mobile Games use Fragments instead of SurfaceViews?

All the tutorials of mobile games for android (such as this one), use the to display game objects. Most other applications tend to use an ...
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28 views

Software Architecture to link several individual projects with one menu/lobby? Please critique my planned architecture

I'm working on a project with a large and spread out team. Think of the project as like a way to showcase different people's work. Each person is working on an individual experience that will need to ...
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1answer
146 views

What is the cleanest way to code predictable client/server components

Lots of classic games that I've read the source code to do things like if (clientside) // ... or the same but with ...