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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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8
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2answers
16k views

OpenGL - Understanding the relationship between Model, View and World Matrix

I am having a bit of trouble understanding how these matrixes work and how to set them up in relation to one another to get a proper system running. In my understanding the Model Matrix is the matrix ...
8
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2answers
15k views

Should I use an SQL database to store data in a desktop game? [closed]

Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ ...
8
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1answer
1k views

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 ...
8
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3answers
959 views

Can a Game Engine be built into a Game Engine?

This confuses me as the title says "Mostly Civilized: A Hex-Based 4x Game Engine for Unity - Part 1" Unity is a Game Engine, and he is building a game engine for a game engine. Did he word this ...
8
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3answers
4k views

Overcoming float limitations for planet-sized worlds in Unity

As far as I know, going further than 1M units from the world origin in Unity is hardly possible due to floating point precision issues. Making a world more than 1M units in radius would require ...
8
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4answers
548 views

What's the best practice to have NPC enemies taking cover in an FPS game?

My question is about the data structure (and logical way to use this structure) behind this type of comportment of NPC enemy : How does he computes the place where he can take cover when the player is ...
8
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3answers
2k views

Role of an entity state in a component based system?

Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what ...
8
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1answer
4k views

Using an Entity System Architecture with Task Based Parallelism

Background I have been working on creating a multithreaded game engine in my spare time and I currently trying to decide the best way to work an entity sytem into what I have already created. So far, ...
8
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4answers
1k views

Loading data for an RPG

I'm creating a small text RPG as a way to practice python and I'm running into a question about how to load data. The game is a wild west game, though that isn't too relevant, and I need to store ...
8
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2answers
4k views

Allocating Entities within an Entity System

I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are ...
8
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3answers
2k views

Scene Graph as Object Container?

Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector<> for ...
8
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3answers
4k views

How to Effectively Create Bullet Patterns

I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see ...
8
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5answers
1k views

Managing multiple references of the same game entity in different places using IDs

I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities ...
8
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3answers
1k views

I would like to know how an OpenGL driver will be implemented to learn opengl internals?

I'm learning OpenGL and really like to know how the interaction with the Graphics card will be. I feel understanding how it was implemented in the Graphics driver, will let me know complete internals ...
8
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2answers
2k views

How to manage all the NPC/AI objects on the server?

I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies. Was ...
8
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2answers
439 views

Has Silverlight got a future in the online Game world? [closed]

We have spent several months planning, testing and developing a new game. We have been trialing a host of Platforms (Java Applet, Desktop Via XNA, Flash etc) and Silverlight was pretty much our ...
8
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2answers
480 views

Manage a large number of independent actors in real-time

I am working on a large scale real-time strategy game - ideally with thousands of units active at once - but I am having trouble managing all of the units at once without it becoming astonishingly ...
8
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2answers
11k views

Tips for Component Based Entity System message handling

I'm trying to implement a component-based entity system but am a bit confused on how I should handle the messaging. There are two problems I'd like to resolve so I can test the system. Below is the ...
8
votes
1answer
414 views

Architectural approaches to creating a game menu/shell overlay on PC/Linux?

I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, ...
8
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3answers
588 views

How to do profiling and memory pooling per system?

I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
8
votes
1answer
920 views

Processing component pools problem - Entity Subsystem

Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD ...
8
votes
2answers
2k views

Structuring game world entities and their rendering objects [duplicate]

I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough ...
8
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4answers
876 views

Goal oriented Action Planning with multiple Agents

I'm a little bit stuck: I implemented an AI with GOAP (Goal oriented Action Planning, http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf) for a simulation game. That works fine. Now I ...
8
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4answers
1k views

Entity component system - game progression

I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this: I've been reading about ...
8
votes
3answers
1k views

How to load stacking chunks on the fly?

I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) ...
8
votes
1answer
618 views

Separating logic and data in browser game

I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities ...
8
votes
7answers
463 views

Object updates, internal vs external?

The title is a bit confusing, but I couln't think of how to explain my question in a short phrase. So here it is: Whenever I'm writing game engines, wheter it's physics/tilebased etc, I always get to ...
7
votes
1answer
11k views

How can I make 3D games in 4K that are a few megabytes?

I would like to make 3D games in 4K that are a few Megabytes (MB) in download size. Is there a way to use 3D Vector Graphics in games to reduce the file size ? Or is there any other way to achieve ...
7
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4answers
511 views

Grouping game objects

I'm trying to create a simple turn based console (command line) game but I'm confused of what approach to use when creating classes for objects. My concern is maintainability and flexibility. First ...
7
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4answers
1k views

How can I improve this enemy database implementation?

I'm developing an RPG and I'm at the point where I need to start building an enemy database. There's a couple challenges associated with this and a few solutions I've been considering. Here's what I ...
7
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4answers
899 views

Should references between assets be handled by name or ID or something else?

How should content or asset items be referenced in their serialized form? For example, a material might need to reference several textures. The simplest way would be to use a path, relative to the ...
7
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2answers
6k views

How does Unity's Entity-Component System Work In Practice? [closed]

On the surface Entity-Component seems like a good way to program games. Everything is a game object and those game objects are made up of components. The attraction is components are very flexible, ...
7
votes
1answer
866 views

User vs Player Model

A lot of the online games out there have this concept of "User" or "Profile", and the concept of "Player". The "User" has username, password, lifetime stats, ... etc. The player concept is per game ...
7
votes
2answers
4k views

Book about Entity System? [closed]

I'm really interested about the capabilities of Entity System. I'm trying to search for a good book on this one, but failed. I don't want to get lost on learning this paradigm so a book will be a big ...
7
votes
1answer
692 views

Global keyboard states

I have following idea about processing keyboard input. We capture input in "main" Game class like this: ...
7
votes
3answers
365 views

How does the camera/UI know who the player is?

I'm in a bit of a dilemma regarding how certain engine components — like camera and UI — know who to follow, whose health and other attributes to represent on the screen. How do you ...
7
votes
6answers
4k views

How to implement a component based system for items in a web game

Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the ...
7
votes
4answers
1k views

Any learning/studying material for C/C++ that use game programming as learning context out there? [closed]

As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am ...
7
votes
2answers
9k views

Server-side Architecture for Online Game

basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the ...
7
votes
3answers
831 views

Storing game objects in multiple containers

In the light of DRY, it seems desirable to store a collection of related game objects in one container only. However, one might need sub-collections of these objects in various contexts. It might be ...
7
votes
3answers
3k views

Collision Detection Game Design and Architecture

I've reading some articles about collision detection. My question here is about ideas on the design for it. Baically I have a C++ game that has a main loop with entities with an update method. Based ...
7
votes
3answers
520 views

Events, Posting vs Queuing

I'm implementing a messaging system and I'm wondering about how I should handle events. Should I post them and send them to the appropriate listeners as soon as I receive them, or should I queue them ...
7
votes
2answers
2k views

How should entities in a game reference each other?

I've been reading a lot about design patterns, but in using these patterns there's one question that I keep coming back to. How should my entities access information about each other? Let's say I'm ...
7
votes
2answers
917 views

How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
7
votes
4answers
1k views

Networking gampeplay - Sending controller inputs vs. sending game actions

I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
7
votes
2answers
2k views

Observer Pattern Implementation

To teach myself basic game programming, I am going to program a clone of Pong. I will use the Observer design pattern, with an interface between the input and the game engine. However, I'm not sure ...
7
votes
1answer
1k views

How do particle systems work?

I want to implement a particle system in my game, but I've never programmed a particle system and don't know where to start. I only want to display pixels (GL_POINT...
7
votes
2answers
716 views

Collision Systems Implementation

Just curious what might be a good way to implement a decent collision system. As a class inherited by a base Entity class? Currently I'm stuck and could just use a couple better ideas than my own. ...
7
votes
3answers
6k views

How does the Unity3D entity system work?

I saw the Java Artemis Entity Component System and thought of the entity system in Unity3D. In Artemis for example you can only add one component type to each entity and the logic is not in the ...
7
votes
1answer
4k views

Developing a card game framework

What sort of design patterns and ideas might one use to build a somewhat general purpose card game framework? This stems from I made an attempt to build a clone of the popular Steve Jackson game "...