Questions tagged [architecture]

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

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24 views

Updating argument for a matrix every frame

Question is how to properly use continuously changing argument every frame. I have Class Shape, which have children Box, Sphere, etc..., I'll follow with Box example. Each of children have ...
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Filter data in scriptable objects

I have imported data from a csv file into a scriptable object. The scriptable object is made up like this. ...
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What information should be included in a render command?

I'm writing a 3D renderer for my engine and now that I'm working properly with a scenenode system, I've decided to implement render queues (command lists to some) and render commands. I wanted to know,...
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minecraft like game server database arhitecture

Let's say we have a 2d map 500*500 tiles in size. And each tile is editable by players and has many states. So it's 250k tiles. The game is multiplayer online game. What would be the best approach ...
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How would I go about creating dynamic weapons using EC architecture?

I currently have a weapon component that contains common functionality across weapons (mainly guns). ...
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75 views

Workflow for a data-heavy, almost spreadsheet-like management game

I'm absolutely fascinated by the management games, such as Football Manager, with dozens of spreadsheets and thousand of pieces of data. Coding it all in Unity, especially for a prototype, feels like ...
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How to document processes and concepts for a game?

For the sake of generating a documentation and having a reference for my self, I want to formalize some concepts, behaviors and processes in a proper way. For example: My game has a game server. This ...
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38 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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24 views

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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37 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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38 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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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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23 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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33 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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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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43 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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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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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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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
144 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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43 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
304 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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97 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 ...
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61 views

Quadtree having ownership of entities, worth it?

Typically, you would have a list of entities stored somewhere, and you'd use quadtree when you need some collision testing between entities for example, by inserting all of the entities and generating ...
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54 views

Handling “nested” user actions in client/server card game

I'm developing a card game in JavaScript in a functional programming style and I'm unsure what is the best way to implement the flow of player actions that require other player actions for their ...
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2answers
192 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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22 views

Fast selection of visible child components

I'm working on gui and I have next realization of base UI component: So when I want to get absolute component position I need to sum all parent positions with component position. Also if I want ...
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77 views

Convert a one-player client to a hotseat

I'm making a card game (inspired by Dominion, Hearthstone, Gwent, and others). The way it's set up now, it has a player manager that handles a player's resources ...
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98 views

Are unit/building types generally stored as full objects or imported properties?

I'm trying to write a generic turn-based strategy game, with a few unit types, building types, etc. Since this is something I've never done before, and its not a very easily searchable subject, I'm ...
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153 views

Do I need forward declaration for a good message based communication system?

I am thinking about a game engine like this: I am trying to implement message-based communication. Every ReceiveMessage() method processes the ...
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367 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 (...
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293 views

How can I handling rendering of entities with an entity/component system?

I'm implementing an entity system in a game engine which is based on the Artemis framework. My question is, how can I wrap an existing rendering engine (like Ogre or Irrlicht) under this framework? ...
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105 views

Platformer command queue - not sure how to proceed

While trying to figure out how to implement platform agnostic input handling for a platformer, I've discovered the command pattern and I liked the idea so I wanted to take it a step further. I got ...
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176 views

What is a good way of handling shaders?

I'm currently reading this book and are at the chapter about the rendering subsystem of a game engine. Now, the book suggests that a material is a structure that provides information on how to shade ...
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49 views

Deal with double coordinates and graphics

I want to draw some vectors and few sprites in a 2D world.Problem is that they should be precise. For example a vector has position (5000000.65,556666). That depends on user. He might want to add ...
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96 views

2D Drawing architecture

I want to create something like a game but I am going to use Direct2D and GDI for drawing API.My problem is that I want to separate drawing code from objects. For example lets say I have conduit ...
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169 views

Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact

My game represents its map as a 2D array of tiles, each of which stores a stack of layers. I'm looking for a data structure to efficiently represent this . I want to be able to add layers dynamically,...
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23 views

How can I avoid duplication of jBox2D physics attributes?

I'm using jBox2D for physics and collision detection in a game engine with an entity-component system. It works, but I'm unsure how to structure my code with respect to the values represented in the ...
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78 views

How can I position different size creatures in a group automaticly

I'm doing a game (in xna) on my free time, as I'm not in the game market, I'm pretty sure I'm missing something that would help me get this right. Think of Ogre Battle. A group of unit moves, and ...
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2answers
102 views

How to solve this component based events response issue?

I'm working on a new game architecture and I have issues with the handling of events in our component-based approach. We have a component Match. When a match ends, an event Match_end is sent. There ...

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