Questions tagged [architecture]
How code is structured. For questions on the internal design of a game engine.
102
questions with no upvoted or accepted answers
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votes
0answers
58 views
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 ...
4
votes
0answers
426 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 ...
4
votes
0answers
116 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 ...
4
votes
0answers
139 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 ...
4
votes
1answer
332 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 ...
3
votes
1answer
104 views
Encapsulating parameterised prefabs
I'm currently using the following general pattern for most of my configurable components (i.e. MonoBehaviours):
...
3
votes
0answers
315 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 ...
3
votes
0answers
856 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 ...
3
votes
0answers
150 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 ...
3
votes
0answers
96 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 ...
3
votes
0answers
723 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 (...
3
votes
0answers
286 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 ...
2
votes
0answers
34 views
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 ...
2
votes
0answers
72 views
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 ...
2
votes
0answers
611 views
Idle game: calculating resource generation/consumption
I'm making an idle game in the vein of Melvor Idle and I've run into a problem calculating the yield and consumption of resources while the user is away. For those who don't know, many idle games have ...
2
votes
0answers
49 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/...
2
votes
0answers
291 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, ...
2
votes
0answers
218 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 ...
2
votes
0answers
593 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 ...
2
votes
0answers
112 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....
1
vote
0answers
74 views
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. ...
1
vote
0answers
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 ...
1
vote
0answers
51 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 ...
1
vote
0answers
51 views
Efficient way to store āitemā 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 ...
1
vote
0answers
59 views
Skyrim:Papyrus Possible Conflict Error [18+?]
I am working with a friend of mine to create a mod that relies on a mod called Devious devices, which would allow BDSM be utilized in Skyrim's combat by allowing the assailants to have special weapons ...
1
vote
0answers
305 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 ...
1
vote
0answers
354 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 ...
1
vote
0answers
266 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 ...
1
vote
0answers
497 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 ...
1
vote
2answers
137 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 ...
1
vote
0answers
22 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 ...
1
vote
0answers
72 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). ...
1
vote
0answers
57 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 ...
1
vote
1answer
343 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)....
1
vote
0answers
45 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 ...
1
vote
0answers
80 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 ...
1
vote
0answers
51 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 ...
1
vote
0answers
58 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) ...
1
vote
0answers
79 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 ...
1
vote
0answers
60 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 ...
1
vote
0answers
949 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 ...
1
vote
0answers
466 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.
...
1
vote
0answers
370 views
Sharing game code between client and server
I'm having a code design problem involving synchronization between the server and clients. I have a class GameWorld that handles all of the simulation details (...
1
vote
0answers
75 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 ...
1
vote
0answers
101 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 ...
1
vote
0answers
547 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. ...
1
vote
0answers
185 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
1
vote
1answer
734 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 ...
1
vote
0answers
138 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....
0
votes
0answers
12 views
Best way to approach drop-in out Online Web Game
I'm attempting to conceptualize a browser-based "office" style game where users will connect, do their actions, then disconnect. As the main concept of the game can last from a day to a week....