Questions tagged [data-driven]

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1 answer
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How to store data and behaviour for what happens within a level?

I made a game a year ago featuring a custom scripting language, but I realised that it took far too long to actually make the language and there were many commands that were very rarely used. I'm ...
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1 vote
0 answers
20 views

How much data can a phone's USB transfer per second?

I'm conceiving a game that relies heavely on transfer speed from pc to phone. From USB it seems to be faster than wi-fi. But i can't get precise numbers on the net, everywhere tells me a diferente ...
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2 votes
2 answers
137 views

How can I create and load models with additional information?

I want to create game similar to original DOOM in Unity (using 2017.2). I'd like to make it possible to load entire levels from file, but I don't really want to write my own level editor that would ...
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  • 387
1 vote
0 answers
894 views

Design pattern that can be used for data driven ability system [closed]

What are recommended design patterns for designing data-driven attribute system with data-driven abilities that would apply effect on target based on source attributes. I have looked at following ...
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1 vote
2 answers
252 views

How to securely store xml/json information about actors in a game?

I'm developing a 2D "small" offline rpg game, and to this point I have many actors (mobs, heroes, NPCs) and what I did, is created a class named "Actor" and each time I have a new actor I create a ...
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0 votes
1 answer
78 views

Data Driven Design and Game Screen Resolution

So I have just begun studying Data Driven Design and implementing it into a project. I just encountered an issue and I have not be able to locate any material that suggests an elegant if not practical ...
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6 votes
2 answers
1k views

How to create data driven effects/abilities for collectable card game

I'm trying to create cards for a ccg/tcg that are completely "data-driven" from an xml/json/external file. I've read multiple articles on this issue already, even here on stack exchange, but i can't ...
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2 votes
1 answer
569 views

How can I facilitate communication between "attack" and "movement" components?

I'm currently programming in Unreal, but this is more of a component oriented design question. I'm trying to follow a component driven aproach, and I have currently achieved creating a movement ...
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6 votes
2 answers
1k views

Create entity from template in component-based engine

For my project I would like to use a component-based entities in C++. My current implementation is split to these parts: Systems - Contain a map of components of certain class and operate on these. ...
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  • 183
7 votes
1 answer
2k views

Dialog/event system in Java/libGDX

I hope that I'm posting this correctly as I'm new to the site, feel free to correct me if I'm in the wrong spot. As for my issue: I'm working on an 2D side-scrolling platformer game in libGDX, and I'...
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  • 148
2 votes
2 answers
1k views

How to manage state in a component-based game engine?

I'm working on a small, data-driven game engine with some friends. We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the game....
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1 vote
1 answer
370 views

How to handle game objects in DirectX

Coming from XNA, I would use the content pipeline and create XML files for game objects. However, if I changed something in the XML, I would need to do a rebuild of the project so it will create the ...
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  • 121
5 votes
2 answers
1k views

How can I provide attribute extensibility in a component-based entity system?

This question and its answers move against utilizing an entity component system where the component itself is just a generic class with an dynamic container for the attributes/properties of the ...
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1 vote
1 answer
1k views

How to store generic data in game database?

To clarify things a bit: I want to create a kind of database for my game, that simply is a class that stores all game-state information like object positions, player scores, etc. The main problem I ...
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  • 1,651
-2 votes
1 answer
160 views

Data driven tool for gamedesigner [closed]

I'm looking for a software my gamedesigner can use setting monster characteristics. Like one row of all monster types (and ability to add new ones) One column of all 'templates' (normal, small, big, ...
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  • 2,424
36 votes
3 answers
5k views

When should I hard-code data versus load external data?

I'm a thousand or so lines of code into making my own 2D space-based game, which creates networks of randomly generated star systems and populates them with a random selection of planets, stations, ...
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22 votes
3 answers
9k views

How to structure code for many unique weapons/spells/powers

I'm an inexperienced programmer creating a "roguelike-like" game in the vein of FTL, using Python (no PyGame as of yet as I'm still only concerned with text). My game will contain a large number of ...
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1 vote
1 answer
618 views

How does the Path of Exile ItemRenderer determine the items' rarity?

This question is really specific to Path of Exile and their forum. Basically, they render the items from a json object. require(["PoE/Item/DeferredItemRenderer"], function(R) { (new R(JSON)) }) And ...
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  • 121
2 votes
2 answers
681 views

Integer vs String for "type" data in data-driven games

I've been developing a few mobile games, in which those games fetch their data from a server-database. I'm used to storing "type" values as an integer identifier, and an enum in the client to ...
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0 votes
1 answer
2k views

How to store data in a data-driven RPG [duplicate]

Possible Duplicate: Would it be better to use XML/JSON/Text or a database to store game content? I'm working on a 2D data-driven RPG. I intend for it to be modabble; my intention is to expose all ...
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1 vote
1 answer
496 views

Compile-time checking for component-based, data-driven games

This is not a specific question, but rather someone who is looking for opinions about a typical design problem. In a component based data-driven games, I've often seen something similar to the ...
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1 vote
2 answers
713 views

How are "game rules" considered as data, in data-driven engines?

I've read the definition of a data-driven game engine, in several places, and one item usually mentioned is the game rules: separating them from the logic of the engine. What is meant by a "game rule"?...
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  • 45
21 votes
1 answer
6k views

How should I structure an extensible asset loading system?

For a hobby game engine in Java, I want to code a simple but flexible asset/resource manager. Assets are sounds, images, animation, models, textures, et cetera. After a few hours of browsing and some ...
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  • 590
8 votes
1 answer
952 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 ...
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  • 181
2 votes
1 answer
493 views

How do i make player input object spawning data driven?

I'm using component based design and am at the stage or re-factoring simple player input to be data driven. Currently i have a PlayerControlComponent, which an ...
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22 votes
3 answers
14k views

Game engine and data driven design

I've heard about data driven design and have been researching about it for a while. So, I've read several articles to get the concepts. One of the article is Data Driven Design written by Kyle ...
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  • 323
5 votes
4 answers
2k views

Drawbacks of using reflection for a component based system at loading-time

I'm coding a little casual game in Java using Slick2D. This game use a lot of different "objects", managed in a composite way. So, firearms, furniture in the map, NPC and player character will be ...
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