Questions tagged [architecture]

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

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Slot Probability Function

Please can someone point me in the right direction. I'm working on a slot game. that I'm having trouble figuring how to implement the probability function for. The game has a set of symbols that bets ...
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403 views

With this MMOG architecture, how can I avoid losing games when the server goes down?

I am fairly new to game designing and am trying to design game engine architecture for MMOG poker game. My major problem is scalability. Old Legacy code written in python runs everything on single ...
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103 views

How can I bundle assets into an executable from my Game Maker-like editor?

I am attempting to implement a simple "game-maker" solution. I'm working with Visual Studio, in C#, using MonoGame. I'd like the games my editor creates to be stand-alone executables, with their art ...
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133 views

How can I connect multiple explorable regions into one large map?

I am planning a 2-D science fiction game involving spaceships. A major thing that I am having trouble figuring out is how to create a 2-d array of smaller maps that the player can explore. My ...
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1answer
331 views

Data structure to store breakable parts of a mesh

I have a wall mesh that is divided into destructible pieces. As it gets destroyed, the wall can collapse into separate objects with physics that can be destroyed as well. (Cut the wall in half ...
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1answer
85 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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179 views

Optimal solution to render sprites with transparent edges in Unity

Since I'm currently developing a 2D game for mobiles, overdraw and drawcall count is my first priority in the design of the application I've thought initially to split each sprite in two parts: one ...
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512 views

Framerate independent realtime input

I am currently working on a fighting game (with 3d graphics, gameplay like a 2d fighter) and encountered a pretty big hurdle I currently don't know how to deal with. For fighting games, input ...
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147 views

Design pattern for world objects caching

I'm developing in Unity a voxel-generated terrain and I'm trying to find an extensible design pattern for voxels and more in general, world objects caching. E.g. storing in a 'ChunkCache' class only ...
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92 views

Design pattern for allowing components to interact with main state machine

I am making a game using Unity in which I have a main game state machine that controls the current game scenario. My question is how do I handle communication between different components of the game ...
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569 views

Tick frame: update order problems

Sorry, it's a bit long story but I hope you can help me. First of all: I have an entity class called SceneObject. The SceneObject has components (eg. RenderableMesh, Camera) and transformation data (...
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266 views

How could I achieve an iOS high detailed level design for a platformer?

I'm seeing a lot of games that use a predefined and repeating set of tiles for their level (like FlappyBird or the Super Mario game series). I'm a graphics designer so I would like to create levels ...
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175 views

Event based collision system

Currently I am writing a litte 2D engine for training purposes. Some time ago I had some thoughts about good ways to implement and handle collision. (Not about the particular algorithm, but about how ...
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484 views

OpenGL back/front end threading and Doom 3 BFG engine

Introduction I have been reading through the source code of id Software's Doom 3 BFG engine. The whole codebase is on GitHub at id-Software/DOOM-3-BFG. The architecture is both clean and elegant. The ...
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100 views

Moving Draw functions out of GameObjects

This is basically the issue as in Tactics for moving the render logic out of the GameObject class with the topic already discussed here and here However I'm not really satisfied with the given answers....
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207 views

Modern OpenGL, 2D only, should I be using uniforms or VBOs for sprite transformation?

I'm new to OpenGL, I'm currently building a 2D game engine. Right now I'm only using one shader as I only draw textured quads (basically sprites). The thing is... I don't know if should I be using ...
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109 views

Understanding UE4 OpenGL contexts

Recently, I was browsing the UE4 source code. I was especially interested in the OpenGL implementation on Windows. The OpenGL "Dynamic RHI" (as they call it) implementation can be found in the ...
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224 views

Game Engine Class and Subsystem Architecture

I have a quick question for those who have experience coding their game engine and such. I was wondering what a better approach would be when designing my own game engine. Right now I plan on having ...
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2answers
107 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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21 views

Handling game message packet loss at low speed and at a microcontroller level

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
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44 views

Server-side and client-side code management alongside API

Working on a new multiplayer game with an API, I'm struggling with code management and separating the client-side and server-side code. For context, I'm writing everything in C# (Monogame or OpenTK). ...
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235 views

How to properly separate render thread from logic thread?

I am not asking about parallelization of physics and so on stuff with parallel_for() like stuff. I've managed to have separate rendering thread from logic thread, ...
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49 views

How can I properly render multiple layers/components in game?

I'm making a Love2D board game video game, which has multiple different components which need to be run and displayed on the screen at the same time. For example, I need to display the board, the ...
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1answer
173 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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44 views

Sequencing method calls with time delay

I'm trying to solve what seems to be (or should be) a very simple problem. I'd like to sequence several steps in a GameManager class with some time delay between them. In my case, I'd like to clear ...
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77 views

How to do game object perception at scale without some god object?

I've read through this post Interactions between game objects but it doesn't really address my question. Background assumptions: Maximum number of possible objects and the game still runs Maximum ...
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44 views

Good Way to Handle Scheduled Events in Mobile Multiplayer Strategy Games

I am developing a mobile strategy game like Clash of Kings. There are scheduled events in the game (like constructing buildings, recruiting troops, and attacking to other settlements) which happen ...
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56 views

Flexible and extendable system of level objectives (victory/failure conditions) in Unity

I'm trying to come up with a flexible system of level objectives for a Unity game. What I'd like to achieve is to have a system that on each level (scene) can accept a different set of (configurable) ...
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76 views

Interaction between entity and tiles

In my game, I have a player, ennemies and tiles like Mario. And each entity has a different behavior when it touches a tile. For exemple, when my player walks on spike he dies. But a certain type of ...
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57 views

Strategy for abstracting rendering from draw surface

This question might be a little vague because I don't know how to do this myself and I might be asking something rather silly. So here we go. Up to now, when I did my personal graphics code I used ...
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693 views

Multiplayer architecture of shooter games

I've a doubt about synchronization on multiplayer games. In the case of the architecture of a game is like this: Client tells to the server is shooting at this position, then the server simulates the ...
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0answers
406 views

Create a stack driven coroutine based state machine for Unity

I am working on a game where I am using a coroutine based state machine which is mostly a multi class implementation of this link. I am using it because it allows me to create multi frame sequences. ...
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71 views

Renderable object abstraction

In my engine I have 2 types of 2D renderables: sprites and groups (and maybe primitives later). Sprites are just textured quads and groups are multiple renderables grouped in a single object. I have ...
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96 views

Instanced based game with multiple node instances

I have a nginx load balancer with 4 nodejs instances behind it, and one Redis server to ...
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478 views

Drawing objects in view of camera only in XNA/MonoGame

I am working on a Tower defense style game on mobile that uses a tile map and I am trying to determine the best way to draw overlays of those tiles. In my game, I go into build mode to build towers. ...
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121 views

Facebook Canvas (web) Game for Desktop & Mobile Browsers

as the title suggests - I am about to develop a game for FB canvas. Will the game support mobile and desktop or do I have to create two different project/game setups for this? thanks
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1answer
630 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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0answers
125 views

Browser Game - Model or not Model

I'm planing on making a browser game just for fun and to improve my skills, but I have an issue regarding the Software Architecture of the game: I will be using an ORM to communicate with my database....
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18 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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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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34 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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19 views

Scripting's relations to RAM

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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27 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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2answers
68 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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58 views

Serverless Multiplayer

I wanted to make a game with a "serverless" mobile multiplayer game. The idea was to have devices connect to each other automatically when they are within range. There would be no global game state ...
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17 views

TurnBased Server Design

I want to create turn based card game. Im currently writing server part in Java and I designed one little mechanism how it could work. On one server I want to be able to have lots of desks. So the ...
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1answer
77 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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35 views

Unity Client and Multiplayer Networking/Architecture

My background is in Enterprise and SaaS web infrastructure. Zero information about games and how their networking works. I only know about the world of browsers and RESTful APIs. I'm planning on ...
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2answers
130 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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89 views

Where to create the vertex buffers?

Please note that this is purely an architectural/design question. And sorry for the long post, there are a lot of "thinking out loud" here. I'm working on a simple graphics engine (as a universtiy ...