Questions tagged [architecture]

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

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How to design a character damage system with ECS architecture?

I am developing an game with ECS architecture and trying to design a character damage system. Does the following design fits into ECS conception and will it be extendable in future? I have an ...
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The Architecture of a Scrollable Retro Menu Navigation System

I've been trying to research on this topic for quite a while and found barely any useful information. What I want to achieve: Replicating a scrollable menu navigation in Unity, like shown here. It ...
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recommendation for a programable FPS game for training forces [closed]

I wish to develop a training simulator for army ground forces. Basic concept is that they can save lots of training time and budget by going through a simulator phase before the physical war-training, ...
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1answer
82 views

Component-based ability system for turn-based rpg

I am trying to make a component-based ability system for my new turn based game that I am working on. I not sure with the architecture and the approach I am following. So here my idea: Every Ability ...
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1answer
34 views

Should abilities have their state and functionality separated?

I'm developing a top-down game using Javascript and Canvas in an ECS architecture. I'm wondering, which of these is better from a design / elegance point of view? Method 1: Combining the ability ...
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Supporting multiple graphics apis

I would like to provide support for switching between both OpenGL and Vulkan in my game (and potentially DX12 later). Currently I only know OpenGL so I am working on that. I have read a lot of posts ...
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How can I efficiently load huge volumes of star systems?

I am working on a space exploration and combat game, and I can create galaxies, nebulas, solar systems, and load and unload them procedurally as needed. Meaning the stars that the player can see are ...
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1answer
71 views

How to make an application architecture a global strategy game?

I am doing a global libgdx strategy, how can I properly design the architecture? So far, I'm in some kind of chaos, because there are different events that need to be shown to the player in the form ...
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1answer
71 views

Looking for a game engine to make a game like “Ikariam” or “Ogame” [closed]

I'm an IT student and currently in my spare time I want to start a project. I would like to make a game that resembles a browser games like "Ikariam" or "OGame". I don't want this ...
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Cannot decide between using a MessageBus and entities for events in my ECS game

For example, let's say that the player walks into an enemy and in response, a chain of events should occur (such as: his score goes up, the enemy dies, a cinematic starts, etc.) I see two "proper&...
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60 views

Reference counting with resource handles

I have implemented a resource handle and resource cache class. The handle stores an integer id. The cache stores a vector of objects e.g., Textures. The handle id acts as an index into the cache ...
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Scaling physics engines beyond single computational server

Currently working on a small home project of developing our own game. The game basics are just a straightforward space game, currently without any collision detection/resolution, just movement with ...
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Predicted ability edge case issue

I am in the process of creating an ability system with client prediction akin to Unreal Engine 4's Gameplay Ability System. I found an edge case where the client's tags that are applied from effects ...
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1answer
154 views

How to update indices for dynamic mesh in OpenGL?

So I am making a 3D batchrenderer for my engine, and the basic concept is that we make large enough VBO and IBO to accompany all the vertex data(positions, normals, uv etc.) and update the VBO using <...
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Is Universal Scene Description (USD) suitable for games?

I've been reading about Pixar's Universal Scene Description (USD) system after seeing it in the package list inside Unity. All the material that I've read is within the context of the Film/Vfx ...
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64 views

Implementing complex AI in an ECS?

I'm having a hard time wrapping around how something quite stateful such as complex AI would be handled in a pure ECS (such as components being only data and systems operating on that data) Things ...
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1answer
49 views

What exactly is different between a string and an FString in Unreal C++?

Sorry, maybe a noob question, I did a quick google search and couldn't find what I was looking for. I have two related questions about FString. Does regular C++ Have this, or is this an Unreal term. ...
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1answer
123 views

String hashing design

I'm in the process of developing a game engine and I would like to refer to game objects and assets by an integer id rather than by their string name. This should avoid any string comparisons at ...
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46 views

How to implement special abilities in turn based card game (and in games in general)?

I am wondering how games like dota, or Magic Arena implements their hero/ card special ability system, and more specifically how do they "Hook" their special ability triggers to the game ...
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1answer
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Should UI systems update naively with events and data from outside, or should they be coupled to some game state/singleton to know to change itself?

I'm making a game in Unity for my game dev course in uni. I hope the question isn't too confusing but I have bolded sort of like a TLDR at the bottom. My level currently has a pregame UI panel, to set ...
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1answer
150 views

Ability system in Unity: Scriptable objects and collections of generic types

I've decided to implement an ability system for my game and set the following requirements: Abilities must be MonoBehaviors, that-is, components of Player/NPC ...
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32 views

How do multiplayer turn based games handle computation

I am building a turn based multiplayer simulation game that at the end of each turn takes all of the users inputs/actions then compiles all the data and interactions returning the result of the ...
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1answer
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Is Dedicating A Thread To Inputs A Good Idea In Game Design?

Say I design my game targeting a specific PC to run it on 120 frames per second. And say I need to get Input data from the controller at a frequency of 800 times per second, and feed that input data ...
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38 views

How to share battle execution code between client and server?

We're making an online turn-based game. There's some logic that is executed in both client and server side. Here's the pseudocode that shows how we share the code: ...
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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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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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1answer
112 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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2answers
267 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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22 views

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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60 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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110 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
109 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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1answer
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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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1answer
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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
78 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
237 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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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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40 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
130 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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51 views

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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25 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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1answer
144 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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51 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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111 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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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
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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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