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Questions tagged [data-driven]

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Use loaded template data to generate in game objects/entities

I'm building a game to learn rust, I've built the data loader, and part of the ECS, the part I'm having trouble with is transforming the templates of entities into instances actual entities, I.E ...
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0answers
19 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 ...
2
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2answers
132 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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0answers
433 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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2answers
238 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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1answer
74 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 ...
6
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2answers
734 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 ...
2
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1answer
401 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 ...
7
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2answers
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. ...
7
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1answer
967 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'...
2
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2answers
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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1answer
348 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 ...
5
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2answers
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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1answer
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 ...
-2
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1answer
153 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, ...
36
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3answers
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, ...
22
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3answers
6k 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 ...
1
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1answer
553 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 ...
2
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2answers
548 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 ...
0
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1answer
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 ...
1
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1answer
474 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 ...
1
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2answers
615 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"?...
19
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1answer
5k 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 ...
8
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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 ...
2
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1answer
476 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 ...
21
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3answers
9k 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 ...
5
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4answers
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 ...