Questions tagged [architecture]

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

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A question regarding how to respond to 'events' [closed]

What is the best practice to use when events happen in a game? For example: You have a sensor. When a particular game actor is near that sensor, a sound must be played and a door must be closed. When ...
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3answers
2k views

Multiplayer game communication framework for mac/ios

(Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer ...
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19 views

Microservice architecture in game client

We can use microservice architecture for backend in mmo games, like one service for auth, one for chat, etc But can(or should) we use same architecture for client part in mmo games? One service for ...
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1answer
31 views

What is the most effective way of managing scene objects states in Unity?

I often see this kind of problem in projects: the scene contains many hierarchical objects that must be in a certain state to work correctly. If a disabled object has to be edited it has to be ...
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57 views

Best game loop architecture

So I understand how a game loop works (listenInputs/updateData/redrawInterface) but what I'm struggling with is how am I supposed to equalize rendering? I initially thought I had to make the thread ...
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1answer
35 views

Behavioural Items with ScriptableObjects

My game has an item system that is relatively small compared to most of the RPGs, but it is pretty similar to the games like Half-Life and Counter-Strike where you have an inventory consists of ...
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28 views

unity3D Angry bird orthographic 3d approach

i want to create a game like angry birds but in orthographic mode 3D . i want to give the player the ability to Jump to the Red and Blue Platform (see the picture below) with the Click, Drag and ...
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23 views

Forward rendering and separation of shaders logic

I'm currently playing with writing a rendering engine and implementing a forward rendering pipeline. I have few doubts on how things should be implemented regarding the render passes as-well as the ...
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0answers
40 views

Design decisions in building a 3D Rendering Engine using Vulkan in C++

I'm starting to learn the core concepts and features of the Vulkan API. I'm following the tutorials that can be found here: vulkan-tutorial. I'm at the point of getting ready to implement the code to ...
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0answers
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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1answer
55 views

Making an RTS game- how to handle player-created units interacting with each other

I'm making an RTS game in Unity with C#. However, the interaction I'm going to have with player-created units interacting with other player-created units is what has me stumped. The player and his ...
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12 views

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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0answers
30 views

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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34 views

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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27 views

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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0answers
74 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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48 views

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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1answer
40 views

UnityTeams: Files to publish but no Upload button

I am using Unity 2019.2.14f1 to build a game. As I am working with a team, we have decided to use Unity Teams for the collaboration. The project escalated and we ended up having to architecture a ...
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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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5 views

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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0answers
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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0answers
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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21 views

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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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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19 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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0answers
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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31 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
98 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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26 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
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
141 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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0answers
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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0answers
52 views

How to code a lot of cards in a trading card game java [duplicate]

I want to make a trading card game like Yu-Gi-Oh or Magic. I have a lot of cards in my game and even the user can make new cards. Cards are objects and they have attributes like HP and Mana ,etc but ...
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1answer
125 views

Dividing Data and Logic in Unity

I am currently working on a small side project (as usual), and trying to build up from previous experiences. I have the following elements in the game: 1) Region: ...
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1answer
29 views

Uninitialized Variables with Deactivation of Objects in Game Maker Studio 2

I am currently working on some map generation for my GMS2 game, and I have run into an issue that I absolutely cannot figure out. (I am very new to GMS2, so bear with me). I am working on map ...
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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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0answers
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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0answers
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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1answer
84 views

Designing an efficient neighbour-networking system

I'm developing a game, which involves the use of nodes (buildings), and I need to implement neighbour networks that nodes can use to either directly or indirectly access other nodes. Nodes can be ...
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1answer
109 views

Scene components and renderer

I'm currently writing a very small game engine for learning purposes, and hit a block when trying to separate the engine's logic from the "rendering" module. My current approach is to feed my ...
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1answer
168 views

How to efficiently filter by a component with a specific value in an entity component system (all entities in grid position [x,y,z], for example)?

I'm working on a 3d grid based game, and I am trying to implement it using an ECS. I have a position component which indicates the entity's position on the grid. It is comprised of 3 integers (for ...
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0answers
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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0answers
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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1answer
50 views

Which Entities should be in my Pooling System?

Let's suppose that I'm designing a Tanks Battle Game, there will be a lot of projectiles and Tanks. Every Tank is composed with a Body, multiple Weapons such as Machine Guns, Missile Launchers, etc ...
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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 ...