Questions tagged [architecture]

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

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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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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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107 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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74 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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1answer
197 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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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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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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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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61 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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335 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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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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186 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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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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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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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 abilities ...
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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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1answer
63 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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103 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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114 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
208 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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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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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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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
105 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, ...
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1answer
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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
120 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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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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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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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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1answer
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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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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
158 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 ...
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4answers
302 views

What is the best way to implement the story functionality (dialogue and cutscene management, etc.) in an RPG?

I would like to know what the best way to implement the story functionality of an RPG would be. I am writing the game in C++ using the SFML library for graphics, and I have implemented drawing tiles, ...
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159 views

AI Behaviour design pattern which handles lots of diverse behaviours and mechanics?

I'm working on an 2D overhead topdown game in Unity3D and I want the enemies to have lots of diverse behaviours. How should I design the architecture with this in mind? For example I want: A simple ...
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101 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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Games that mix emulated old machine code with modern languages [closed]

Is there any example of game development in a "modern" multi-purpose language (C++, Python, Java, Go) that loads game binaries of an old platform (e.g. 8-bit, 16-bit or 20-bit DOS) and emulates it ...
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1answer
110 views

Multithreading: Each system on a different thread or a thread pool?

I'm building a fairly involved game using OpenGL and C++. I've been thinking about how to implement multithreading, and the two options are: 1) Each system (Graphics, Audio, Physics, et cetera) gets ...
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704 views

Entity Component System: where do I put containers?

I'm pretty new when it comes to the whole Entity Component System structure and I got some questions I just can't wrap my head around. I know that for example collisions, you'd have a ...
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1answer
45 views

How does one organize AI interactions with Local and Remote Players?

Scenario: In a first-person multiplayer game, an AI monster grabs a player. (This would be first-person player on the client's local machine, and a third-person remote player on the master and other ...
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1answer
92 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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212 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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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
117 views

Multiplayer oriented game engine object (C++)

for a personal project i started making a 2d game engine in C++ that uses sfml. The idea is having base "game object" classes from which a game will inherit. Right now i have: Game_engine class ...
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1answer
208 views

Why separate data from logic?

I don't understand the purpose of separate SystemClass for functions. My composition looks like this: ...
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2answers
163 views

How to load assets into the game engine editor fast?

I am making a game engine with C++ and OpenGL. Currently I'm stuck making the asset explorer. I would like to be able to import assets into an engine project and then when I open the project just use ...
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155 views

How can I implement versioning into a save system?

I currently have a crude save system in my game. When my game is first launched after download, it checks for three directories in a certain location on the client computer, ...
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1answer
244 views

Do I need a rendering system in my engine?

I am planning to create a cRPG game engine that would allow to easily create games like Baldur's Gate. I already tried to do that once, but my knowledge was vastly insufficient at the time. I settled ...
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1answer
61 views

How do I keep historical variable value tied to certain period of time?

I'm currently trying to figure out how I can keep ever-changing variable values and make it available for other classes to access the said variables. In my example, I have the following: ...
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1answer
219 views

How does a game like Minecraft handle block and entity updates?

I am not asking how Minecraft loads chunks or generates chunks, I am asking about individual blocks and entities and their behaviours. Suppose you have a dirt block: dirt block can be converted to a ...
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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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