Questions tagged [design-patterns]

Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.

Filter by
Sorted by
Tagged with
0 votes
0 answers
34 views

Singletons as presented in Game Engine Architecture by Jason Gregory

I am reading the amazing Game Engine Architecture 3rd edition by Jason Gregory, but I have trouble understanding the singleton part, more particularly the part dealing with subsystem start/shutdown... ...
Benzait Sofiane's user avatar
0 votes
2 answers
617 views

What’s the benefit of breaking code down into other classes? [closed]

Sorry if this isn’t the proper spot to ask, but something I struggle to wrap my head around is the benefit of breaking down code into smaller pieces on the surface it seems to make sense I think you ...
Konjointed's user avatar
2 votes
1 answer
81 views

Skill Class design : How to deal with multiple criteria

I'm planning to make a Class for RPG game's character skill. But the problem is that the skills need to be classified by multiple criteria. Below are the criteria for skills. Independent / dependent ...
evol1102's user avatar
1 vote
3 answers
97 views

Unity Game Architecture

I'm working on a relatively simple game, but even simple games have a lot of moving parts, and I'm running into some architecture issues. Just to be clear, everything works fine, but it feels dirty, ...
manwithcode's user avatar
2 votes
1 answer
357 views

What design pattern should I use for adding functionality

I am making a tile based roguelike game with different objects in the world, like Doors, Security Cameras, Storage Shelves. With that, there are objects that have an inventory, can detect the player, ...
RobinHood's user avatar
0 votes
0 answers
25 views

Workaround to bind templated functions to lua?

I'm trying to add Lua for scripting to my C++ game engine, which is based on ECS, and I have a rough idea of what I want to do (is it good? probably not) but trying to actually execute it has been ...
Konjointed's user avatar
0 votes
0 answers
77 views

How to implement events with ECS?

I'm transitioning over to an ECS architecture for a small C++ graphics engine I'm working on and I'm a bit stumped on how to tackle events. One solution I came across was from this Reddit post ...
Konjointed's user avatar
0 votes
2 answers
74 views

What happens with global/singleton objects when using ECS?

As I've been learning about ECS one thing that gets me confused are things like input which in my case has usually been some singleton that gets polled or in one project was event based where code can ...
Konjointed's user avatar
1 vote
1 answer
111 views

What is a "controller"?

I'm in the process of refactoring my camera code the goal is to try and simplify things using a struct instead of a class or at the very least try something new since I always jump straight to classes/...
Konjointed's user avatar
1 vote
0 answers
99 views

Good practices for making a manager class?

I found this post for designing a camera system the post mentions having a manager where you could register and set different cameras such as debug, player, script, etc and I kind of like this ...
Konjointed's user avatar
0 votes
0 answers
56 views

Architecture and design patterns for components

I was working on a physics-based plug-in/ extension for Unity water which would essentially be another component in Unity water. The goal of this extension would be to integrate interactive physics ...
Akshit Chaturvedi's user avatar
1 vote
0 answers
41 views

How could I build components for a composable loot system like one in RuneScape without using OOP?

I looked at some entity component systems, and noticed that they sometimes list static polymorphism as a feature, and ECSs and data oriented programming seem to be touted as holy grail of modern game ...
shinyoi's user avatar
  • 11
0 votes
1 answer
74 views

Implement Singleton that loads before Awake

I would have liked to comment on this answer, but I don't have enough reputation so I had to open this new one. The issue with it (and with the rest of the answers) is that it doesn't work well if ...
vandermies's user avatar
3 votes
2 answers
2k views

In an object-oriented game engine, should there be seperate classes for objects with and without parents?

I am developing a game engine in C++ (for an idea of what kind of design I'm going for, think of ROBLOX, if you're familiar with that) and I need help with a problem I have. So basically, the objects ...
AcinonX's user avatar
  • 311
1 vote
0 answers
213 views

Why does ROBLOX use an object-oriented system rather than an entity component system? [closed]

I decided I would develop a game engine in c++, so I was thinking about different ways of handling objects. I also have experience with ROBLOX, so I know that it uses an object-oriented design as ...
AcinonX's user avatar
  • 311
10 votes
3 answers
3k views

What's the appropiate way to achieve composition in Godot?

How? I think I still don't properly understand how composition in Godot works. So, as far as I know, you 'compose' stuff in Godot, right? Like, if you want to make a rock you create a mesh node with ...
YoshGJ's user avatar
  • 505
2 votes
3 answers
513 views

Is there some psychological reason for why most game's UI is always the same colors?

Shooter games : Either Blue/teal/azure or other shades of blue and transparent or gray and transparent MMO games : Either blue and transparent or shades of Brown+Gold or a very dark red, so dark it's ...
Cei's user avatar
  • 863
0 votes
2 answers
192 views

How to implement diminishing returns for multiplicative character stats?

I'm very bad at math, ridiculously so. I'm making attributes that work as multipliers. 1 Agility means : animation speed * agility, ...
Cei's user avatar
  • 863
1 vote
1 answer
63 views

Designing a system for delivery

I'm writing a game where deliveries are made to specific people. These people act in different ways depending on what the delivery is. At times one character might ask the player to make a delivery to ...
Sock's user avatar
  • 11
0 votes
0 answers
126 views

Good design for player input handling in 2d game

I am working on a java 2d game. Keeping things short, I'd like to improve my current input handling. Basically the player can move up/down/left/right with WASD, perform an attack with mouse left click ...
magister's user avatar
1 vote
0 answers
161 views

Am I doing something wrong in my ECS architecture if I must choose between coupling or copying code?

I'm developing a somewhat simple, small roguelike game as my university project. Early into development I heard about Enity-Component-System and decided to go with that as my game's architecture. ...
aallfik11's user avatar
2 votes
1 answer
313 views

Best way to extend Unity Rigidbody?

I am designing a physics class library for Unity and would love to be able to hook and inject functionality into Unity's Rigidbody class, but it's my understanding ...
marcAKAmarc's user avatar
20 votes
2 answers
3k views

Development pattern for interactive in-game tutorials

Interactive in-game tutorials often interrupt game flow and override standard behavior in a way that can be difficult to implement cleanly. For example, imagine we have an action game and we want a ...
Kevin's user avatar
  • 5,734
2 votes
1 answer
309 views

NullReference exception with a singleton input manager

I've been using the new input system to simulate touch in my game, it works perfectly but only with the input manager(which is a singleton for the ease of use), when I add the PlayerMover script it ...
koogel's user avatar
  • 79
0 votes
0 answers
73 views

What class should access my database?

I would like to code a turn-based RPG, and I decided to use a database to store all skills in the game. Now I have to decide as well which class can see this database, and how classes pass around ...
user avatar
2 votes
1 answer
210 views

How to handle duplicate logic in a state machine for a platformer player?

I'm trying to implement a platformer character using a finite state machine, but I have troubles understanding what kind of logic goes into a state and what logic goes into a main player class ...
Rinat Veliakhmedov's user avatar
1 vote
1 answer
497 views

Implementing ability system with ability parameters

I am trying to implement an ability system in Unity for a game similar to XCOM (turn based, team consists multiple of units, grid based). Every unit have X action points per turn. I would like to do ...
Kostej's user avatar
  • 43
0 votes
2 answers
549 views

What is a pattern to manage execution order of C# delegates in Unity

Note: I have two Managers: First one creates 2d block upon click. The other one, upon click, grabs a block for dragging. The reason I need them to run in specific order is because newly created block ...
hungry91's user avatar
2 votes
1 answer
2k views

What should be an entity/component, and what shouldn't?

I've recently been reading the book Game Programming Patterns by Bob Nystrom, and one chapter I've found a bit hard to grip is the chapter about the Component pattern. In the example he uses (which ...
JensB's user avatar
  • 157
1 vote
2 answers
276 views

Design patterns for non-modal (in-game) dialogues/cutscenes in a game engine

I want to create a scripted dialogues/sequences between NPCs and/or PC during the game. I have a DSL to configure a PC's dialogue with one NPC, inspired by Inkle and Twine. Now, I need a dialogue ...
Victor Sergienko's user avatar
2 votes
2 answers
729 views

How to handle "identity" of unit/building types within an RTS context?

TL; DR: How do I give unit and building types a unique "identity" without turning my codebase into a mess? I've been reading the genius Game Programing Patterns and it's made me very (...
Sam Bishop's user avatar
0 votes
1 answer
82 views

Singleton issue [closed]

I have two scenes, The first one called "Boot" contains and ObjectPoller class that instantiates all GameObject in the game and disable them. I made it a singleton with "don't ...
Achie1's user avatar
  • 169
0 votes
1 answer
94 views

How to design a system that allows for custom equations of movement?

I'm developing a top-down shooter and I currently have a PhysicsSystem which operates on TransformComponents. Basically, it ...
Ryan Peschel's user avatar
2 votes
1 answer
502 views

Is it better design to store event effects within an Entity itself, or within a system?

I'm developing a 2D roguelike with an Entity Component System (ECS) and I've been struggling with this question a lot the past week. For example, let's say you have various effects that occur when an ...
Ryan Peschel's user avatar
1 vote
1 answer
91 views

How do I solve a problem where sometimes recursion is untenably vast and sometimes it is not?

I am writing a programming language of my own. (I've done two Turing complete ones in the past, but this time I'm trying to actually be useful.) Now, one thing that should be especially easy with ...
user1833028's user avatar
0 votes
1 answer
256 views

How to decide whether a Buff should be a component or a Buff object in an ECS?

I'm developing a top-down 2D game in Javascript using an Entity-Component-System architecture and I'm struggling with the question of exactly how to implement temporary buffs / permanent passives. For ...
Ryan Peschel's user avatar
0 votes
1 answer
96 views

Should abilities have their state and functionality separated?

I'm developing a top-down game using Javascript and Canvas in an ECS architecture. I'm wondering, which of these is better from a design / elegance point of view? Method 1: Combining the ability ...
Ryan Peschel's user avatar
2 votes
1 answer
164 views

Scaling physics engines beyond single computational server

Currently working on a small home project of developing our own game. The game basics are just a straightforward space game, currently without any collision detection/resolution, just movement with ...
Matti Kettu's user avatar
0 votes
0 answers
841 views

How to implement special abilities in turn based card game (and in games in general)?

I am wondering how games like dota, or Magic Arena implements their hero/ card special ability system, and more specifically how do they "Hook" their special ability triggers to the game ...
downstroy's user avatar
  • 101
0 votes
0 answers
113 views

Singleton Pattern & global var access alternatives

I know this is a controversial topic being discussed a lot , but I have not found a clear answer yet. So , there is a "Grid" in my game , which I implement it with an Array of GameObjects. ...
Thanos Loupas's user avatar
2 votes
2 answers
377 views

how to structure game logic for user interfaces of different nature (gui, tui, cli)?

I would like to implement a simple game logic engine that is agnostic to the rendering system, but I don't know how to do that, really... so I would like to have advise and know the state of the art! ...
Marie Cunnie's user avatar
3 votes
2 answers
304 views

Game Architecture: Class leaking into almost all files

We currently have the problem that our main class GameController is being pulled into every backend file in our game. We're wondering what are common solutions to this problem. Here's a bit more about ...
Jeffrey D'Eon's user avatar
0 votes
0 answers
162 views

The Command pattern and multiple inputs per frame?

I'm reading Game Programming Patterns by Robert Nystrom. As a test I've implemented the command pattern, but a little farther in he changes it to return commands, rather than instantly executing them. ...
Chris's user avatar
  • 1
2 votes
0 answers
1k views

Idle game: calculating resource generation/consumption

I'm making an idle game in the vein of Melvor Idle and I've run into a problem calculating the yield and consumption of resources while the user is away. For those who don't know, many idle games have ...
RoboticWater's user avatar
1 vote
2 answers
5k views

Is it bad form to use singletons in unity [closed]

I've heard a lot of people say singletons are bad practice and an 'anti-pattern', like here, this answer this article and here. However, a lot of the reasons I've read about seem to be to do with ...
Jay's user avatar
  • 287
0 votes
0 answers
37 views

Efficient system to reach the "parent" variable

I've been stuck doing this in a very inefficient way and really want to know if there's some design pattern that solves this because it seems like a pretty common problem to have. I have a system ...
Taceo's user avatar
  • 1
2 votes
1 answer
288 views

How to program (architecturally/organize) a set of customizable changes to a game?

The floor of my game (tower defense) is composed by a set of cubes. I wish to change these on some of the waves. I have a list of the changes that need to be made on each wave in a floorController ...
ManoTech's user avatar
  • 147
0 votes
1 answer
80 views

Using a state pattern across multiple controllers / general architecture advice

I'm trying to implement a state pattern - having skated by with enums forever - and have hit a bit of a wall when it comes to it's implementation in my game. It's a grid based strategy game with an ...
Robert Lee's user avatar
1 vote
0 answers
573 views

What design pattern would be most suitable for RPG skills?

I'm developing a small Java digital card game project. In my game, players can perform skills when using cards. Each skill does different things, like deal damage, heal etc.. I'm looking for a way to ...
uchi23's user avatar
  • 11
0 votes
2 answers
1k views

What alternatives are there to using state machines to implement a board game?

I started a 2D Boardgame project and my partner decided to go with state pattern for the entire project so basically we sat down and thought about the states we need and we implemented like each scene ...
itsloop's user avatar

1
2 3 4 5
7