Questions tagged [architecture]

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

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3answers
271 views

Which parts of game should belong to engine and which should belong to scripts?

Often, a game is split into engine code (i.e. C++) and scripts (i.e. Lua). Which parts / modules of game code should typically belong to engine, and which should belong typically to script-domain ...
6
votes
1answer
1k views

What type of networking archtitecture does Unreal Engine 4 have?

I am working on online multiplayer FPS on UE 4 with up to 16 players. I am now at the making architecture model, stage. I am doing research on possible server architecture model with respect for ...
6
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2answers
593 views

Decoupling assets, instances and the rendering module [closed]

I am trying to redesign a home-grown hobby engine. It became apparent that it was far too tightly coupled and so I'm trying to redesign it in a more modular way. Unfortunately, I'm baffled by the ...
6
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1answer
4k views

Movement & Physics in an entity-component system

I'm currently playing around with entity-components systems and got started on the movement/collision/physics parts and would like to have some pointers! It's a basic 2D sidescrolling game, with the ...
6
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3answers
777 views

How can I have my game engine track player history?

I'm in the very early stages of designing a browser-based text RPG. The project is basically just something I'm doing for fun and as a learning experience. I'm starting to wrap my head around the ...
6
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2answers
3k views

MMO architecture - Highly Scalable with Reporting capabilities

A friend of mine is asking me to help out on a project of his, I have done a small amount of game development before, but mainly do application and enterprise development these days. He is asking me ...
6
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2answers
379 views

Tips for developing 3D games on newer engines targeting old hardware [closed]

I see a lot of examples and tutorials for 3D engines like Unity3D, UDK, Source etc. They all seem to be under the assumption that you are making a game for current(ish) hardware. I would like some ...
6
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3answers
299 views

How to store relations between NPCs?

For an RPG I want to generate a world with lots of NPCs, and the NPCs all have relations to eachother. They can be eachothers parents, children, siblings, friends, bosses, lovers, lieges, vassals, etc....
6
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4answers
860 views

Passing data between engine layers

I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the ...
6
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1answer
652 views

Component based design, but components rely on each other

I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. ...
6
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1answer
4k views

Entity system in Lua, communication with C++ and level editor. Need advice

I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being ...
6
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5answers
760 views

How should I isolate game entities with their concrete Drawable components (in C#)?

I've designed my game entities using a common pattern of separating the entity from its components. In my case, I've used the Strategy pattern to give each of my entities an IDrawable component. I ...
6
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3answers
2k views

When two moving objects collide, which one sends the message, and which one recieves it?

I am writing a platform game using an entity-component system. Entity-World collisions are robust and work very well, and I'm now working on collisions between entities. Just to be clear, in my code ...
6
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1answer
1k views

Merging adjacent cubes into large ones

I am currently working on a basic minecraft like game. I have a list of coordinates using which i render instances of a cube model. To optimize my rendering, i need to merge similar adjacent cubes ...
6
votes
2answers
271 views

Which fixed framerate should i choose for physics thread?

I am writing first-person shooter game with fast motion. I have a fixed high-frequency physics loop thread, which is separated from variable-frequency rendering thread. I need to choose the physics ...
6
votes
2answers
2k views

Entity-Component-System data storage design

I'm working on an ECS and I've already read a lot of articles about it. Most of these articles are talking about a simple case (store data contiguously, read it in a single for loop). However the real ...
6
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3answers
958 views

Is this a good way of separating graphics from game logic?

My current architecture for me game engine looks like this, though it is not accurate: Everything graphics related is done in by GraphicsEngine, and through its ...
6
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0answers
306 views

What engine/technology should I work with to accomplish my unique design goal? [closed]

I'm looking to begin a procedurally generated open-ended sandbox game and would like some educated opinions on a good starting point. (Take a look at the "Engine Specifications" if you don't want to ...
5
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3answers
3k views

Is “pure” OpenGL productive enough?

I know that this is a difficult question and I hope I can convey my meaning. Over time I've used many different engines from XNA over Unity to Panda3d and even tried native directX once. My final ...
5
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3answers
562 views

How do you calculate game map changes, over time, when the user is not online?

With a game like "Farmville", there is both processing during gameplay, and when the user is offline (plants are always growing, for example). Many of the game maps elements depend on time. Is there ...
5
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6answers
2k views

Is dynamic casting Entities A good design?

For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A ...
5
votes
2answers
2k views

How do I store Items in MySQL?

I'm working to my first game containing items (built a small one before, strategy type but not very complicated). I was thinking something like this for the db design since it will be almost the same ...
5
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4answers
6k views

How do you organize your game files and classes? [closed]

Although it isn't necessary to exclude things like graphics and audio packages, I'm most interested in the organization of the folders for classes that deal with AI and game state. I'm thinking ...
5
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5answers
1k views

Is it acceptable to use Hash Maps for input, copying one hash map to an another during the game loop?

I recently started developing a simple 2D game in Java using JavaFX and no proper game library (libgdx etc.) and among the things I did was to make an InputManager to handle every input from the ...
5
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3answers
2k views

How do you filter entities in an Entitiy Component System?

I am currently writing my own ECS in C++ and I am using std::bitset. I register a component at compile time and give it an ID. ...
5
votes
3answers
3k views

How would you structure a weapon class such that it works for many types of weapons?

How would you go around creating a reusable weapon class? I can't really wrap my head around creating a class, which will work for both melee and ranged weapons. Example given, that you have a knife, ...
5
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6answers
3k views

Making classes available to others

I'm currently working on a 2D game engine in XNA, and I am very interested in architecture, and how best to let my game objects communicate. I know a lot of people use a Singleton design but I ...
5
votes
2answers
3k views

Understanding Entity Component System

I'm new in game development and I'm struggling to implement Entity Component System (ECS) properly, I have no idea whether I'm doing it right or completely wrong. Basically, I try to implement ECS ...
5
votes
3answers
1k views

Game Classes design

I'm trying to create a simple 2D sprite game. The problem I'm having now is how to design my game. I was thinking of using a Sprite class that will be my base class for all the different types of ...
5
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3answers
2k views

Question about separating game core engine from game graphics engine

Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method ...
5
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2answers
3k views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/...
5
votes
3answers
1k views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People ...
5
votes
1answer
3k views

A more data oriented design approach to Entity Component System game engine

I'm creating my first c++ game engine project (for learning purposes) and in it I've attempted to implement an entity/component system utilizing some data oriented design principles while also not ...
5
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2answers
744 views

Should I care about CPU affinity of threads?

I am currently developing a rendering engine, which I plan to use for creating games. The engine makes heavy use of multithreading; I have a thread for OpenGL rendering, a thread for updating, a ...
5
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1answer
7k views

Scene management [closed]

I viewed sources of rendering engines (ogre, irrlicht, openscenegraph) but I can't really grasp the main ideas of their scene management systems. I also read many articles (including Game Engine ...
5
votes
3answers
753 views

Decoupling AI from game logic

Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
5
votes
2answers
5k views

What are the disadvantages of using multiple inheritance to implement components?

I've been doing research on component-based game engines and would like to use that model for future game projects. From what I gather, objects in a component-based system are just collections of ...
5
votes
1answer
519 views

Where to store shaders

I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, ...
5
votes
2answers
386 views

How to handle game states for a single-player / multiplayer game? [closed]

I'm developing a little simon-like game and I'd like to know what the best approach is when it comes down to game states. What would be the best approach? Creating different states/screens for 1-...
5
votes
1answer
473 views

First Steps. Windows Phone game development

I'm pretty new in game development. Have a couple ideas wich could be cool. First that comes to mind is to develop a 2D game (kinda puzzles) for Windows Phone Mango. You may ask: "Why Windows Phone?". ...
5
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3answers
2k views

Deal with mini states in game

Hi :) I want to ask what is the best way to deal with "mini-states" in game? For example I making game like Simcity, i can build buildings, roads, rails, or I can change something in economy. I am ...
5
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2answers
3k views

Performance/architectural implications of calling SpriteBatch.Begin/End in many different places?

I notice some code samples only call SpriteBatch.Begin and SpriteBatch.End in the game's main draw method and then draw ...
5
votes
2answers
1k views

Java game design question (graphical objects)

I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ...
5
votes
2answers
1k views

Need help deciding on an ability system in Unity

I'm making an RPG and got to the point where I want a player to be able to use abilities. I decided to use a command pattern to keep keybindings flexible and now I've arrived with the following ...
5
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1answer
287 views

Dynamic Components

I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. ...
5
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1answer
1k views

What are the drawbacks of this messaging system implementation?

So I've just been thinking about component and messaging systems recently for simple C# XNA games and came up with this. How extensible would this implementation be and what are the drawbacks? Example ...
5
votes
2answers
2k views

Implementing my Entity System. Questions about some problems I have found

Well during this week I have deciding about implementation of my entity system. It is a big topic so it has been difficult to take one option from the whole. This has been my decision: 1) I don't ...
5
votes
3answers
354 views

Should I store game settings in my game data class?

I'm working on a small-ish 2d fixed shoot 'em up for iPhone. I have a master Game object that stores lives, score, current level, etc... The game will have some other persistent attributes like ...
5
votes
1answer
475 views

Is there a good alternative to a world state data structure?

How do you avoid one big data structure containing all the current world state ? Let's pretend we're in a real-time strategy game, how would you code a skill that decrease mana of units around it ? ...
5
votes
2answers
287 views

Should an actor know its position (or map should know it)

In a tile-based game (in this case MMO), should an actor (e.g., player) know its position, or should only the map know its position? If an actor is placed on a grid map, it is placed on a specific ...