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Questions tagged [architecture]

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

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1answer
75 views

Best practices for simple physics?

looking for most optimized ways of handling simple physics. By "simple" I mean not more than 1-2 actions per object, and most algorithms are linear. For example, I have an UI element that implements ...
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1answer
74 views

Separation of game logic - extending game state to include location information?

I'm currently making a conversion of a board game I have - I don't intend to release it, it's merely to sharpen up skills. I'm currently refactoring it to completely separate game logic from ...
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0answers
40 views

What are the main reasons to use scripting in games? [duplicate]

I'm trying to understand the appeal to scripting in large games. Is it ease of development by avoiding lower level coding like C++? Thus avoiding the long compile times? It seems scripting doesn't ...
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1answer
145 views

How should you structure your graphics system around your logic system?

C++ & Cocos2d-x, but I think the issue is language-independent. I just recently finished up writing the foundational logic for my game. The way I've decided to keep my logic and my graphics ...
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0answers
352 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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0answers
94 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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0answers
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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1answer
83 views

a shader type class in c

Is it possible to setup something sort of like a class in C++ but in c in the simplest terms? I want to avoid using c++ but I would like to create a simple struct that has glsl shader program. for ...
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2answers
549 views

Solitaire Game: Transferring Cards Design in C++

So, I'm working on a Solitaire game. I already created a the classes: Card, Pile, Stock. Each work as expected on it's own. My question is: What possible design for managing moving card(s) between the ...
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0answers
48 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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0answers
95 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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1answer
214 views

Race OOP structure [closed]

I am on a point that is totaly making troubles to me. In my "Test Program" I have a Character. This character have some stuffs (hp mp, weapon, attackPoint, armor, ...) but also a Race, that can be 4 ...
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1answer
1k views

Organising data of a turn-based strategy

I'm intermediate in Java but novice in everything which is on the server-side. I've set myself a task to rewrite an old game, so learning Java is more fun. It is a space turn-based strategy. The ...
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0answers
73 views

Is there such thing as a design pattern for game character attributes? [duplicate]

I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example. They player ...
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2answers
189 views

How to hit an enemy, or “how do entities interact with each other?”

The title might be a tad simple for the purpose, but bear with me. I'm a tad lost about how to do the interaction between game objects. I use an entity-component-system framework and I've got the ...
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0answers
159 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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2answers
405 views

Handling player and AI in a component based structure dynamically?

I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
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2answers
42 views

GameLogic Model as Property or Constants with lookup in other Models?

Basically imagine a game where the Player has a Weapon which has a BulletType/type of Bullet. Now Player, Weapon and Bullet are Models having properties and they would represent Instances in the game....
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0answers
28 views

Component systems: No inheritance hierarchy at all, or a basic one? [duplicate]

(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one). Until recently I implemented all my games using an inheritance hierarchy....
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0answers
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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0answers
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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0answers
192 views

Resource/Asset Manager [duplicate]

I'm creating a ResourceManager. At the beginning i'm creating a groups of resources which contain a map of resources. The role of groups is to quick load/unload ...
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0answers
709 views

Component based architecture - Rendering approach? [duplicate]

I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...
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2answers
3k views

I'm looking for a C++/OpenGL/SDL game engine tutorial [closed]

I have a decent knowledge of SDL, OpenGL and FMOD. I am looking for a recent tutorial or book on the basics of making a game engine. Most of the book and tutorial I found are using old dead library ...
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0answers
129 views

Where should I put my drawing code [duplicate]

Possible Duplicate: Should actors in a game be responsible for drawing themselves? How can I refractor the following, to move my drawing functions from the h-file into a GraphicsManager class? I ...
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0answers
72 views

What are the responsibilities of a game engine, and which of these things need to especially be efficient? [duplicate]

Possible Duplicate: What should a game engine do? What are the usual responsibilities of a game engine, and which of these things especially need to be efficient (performance-wise)? Can I get a ...
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1answer
78 views

What engine is used in an introductory game-development course? [closed]

I am preparing a course in game-development. It is a choice-coures for 3rd-year students of computer science, who have working knowledge of several programming languages (C, C++, Java), algorithms, ...
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1answer
269 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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1answer
462 views

When should one use the Abstract, Implements, or extends keywords? [closed]

I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond ...
-1
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1answer
319 views

What engines and tools do high end games use? [closed]

First of all, I am a beginner developer so please don't get me wrong. I just want to know what programs do high end games use. By high end I mean games that me and you would buy, say Splinter Cell, ...
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1answer
3k views

Distributed Multiplayer Game Server Architecture [closed]

I'm programming a multiplayer game for mobile phones.I'm working on a distributed server architecture for handling lots of concurrent players. Here is my architecture on my mind: Some questions ...
-1
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2answers
59 views

Does game client size always grow in size after updates? [closed]

Games that are updated in course of their lifetime (through online updates), grow in size and I can understand that new textures, sounds and other stuff takes up space. What I'm interested in is - ...
-1
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2answers
100 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 ...
-1
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2answers
85 views

How do I properly set criterias, when sending search requests in messaging system?

I'm designing a game engine in C++, and I ran into a problem with my messaging system. The "RequestData, ResultData" system is ...
-1
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1answer
113 views

Why can't I reference a sprite loading variable in a separate class? [closed]

When I reference a sprite I declared in a separate class that I am using to load images and rectangles, I get an error. Here's how I reference the image in the ...
-1
votes
1answer
104 views

Clean code structure for dynamically rendering strings & numbers

I am currently working on the rendering aspect of my game. The code is currently organized in this manner: Classes: G_Texture: ...
-2
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1answer
62 views

Understanding Javascript Variable Initialization [closed]

I saw this piece of code while doing research for an idle game I am making: ...
-2
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4answers
453 views

Structure for online game server

i'm trying to write a server for my little game and i'm wondering about server structure. Let me explain that. Let's say i will create game in which you could edit skill stats, character basic stats ...
-2
votes
2answers
145 views

Should collision sounds and UI responses be deferred or processed immediately?

When checking for collisions between entities, should you play a collision sound immediately on discovering a collision or queue every collision and process the sounds later? Similarly for user user ...
-2
votes
2answers
261 views

What can go wrong with this technique/game architecture? [closed]

So this is something kind of new, as I've never saw anywhere, but maybe already exists: The game is divided in 3 pieces: the actual game logic (game), the visual part (view) and something that link ...
-2
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1answer
73 views

What happens when a game is burned to a CD?

What is happening behind the scenes when you take a code base and "burn" it to a CD be read by a game console?
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1answer
33 views

Entity update or Keyboard commands transferred to the Gaming server?

I am working on a research project . I need to know the network communication in games in large Multiplayer games (Battlefield,GTA 5). Is there some official documentation present for these games? ...
-2
votes
1answer
308 views

Game code structure using openGL / Android [closed]

My game will have 3 activities (splashscreen, options menu and main game). As it stands, each is a separate activity with it's own activity class and GLSurfaceview class. Is this structure the right ...
-2
votes
1answer
4k views

The best way to structure/design game code [closed]

My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, ...
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3answers
523 views

The best open source CMS for developing a statistic based football game? [closed]

I want to decide between Drupal and Joomla for building a football prediction game which automatically updates results from football matches and then user leagues with points based on the users ...
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2answers
2k views

Where can i find tutoral for Designing building in 3dsmax [closed]

I have searched various tutorials for 3ds max. They only show simple house apartment and that too not compelete. Is there any online company which have tutorial set for complete building design from ...
-3
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1answer
2k views

Real-Time-Strategy control structures/achitecture [closed]

I am looking at building a real time strategy game (of at least the framework for one) in Unity, and was wondering what control structures and/or architecture I should focus on using. current ...
-4
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1answer
78 views

Why isn't this glsl program working? [closed]

Why isn't this glsl program working ? ...
-4
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1answer
232 views

webgame engine how does it works [closed]

How does the engine of a webgame works? I'm thinking of games like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the ...
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2answers
2k views

Is this design a service locator design pattern?

I was reading what a service locator pattern is from this article, and now I'm just wondering if I merge service and locator classes is it still a service locator pattern or not? And if not, do you ...