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Questions tagged [software-engineering]

Software engineering is the design and development of software as it applies to the game development field. Questions using this tag should be about theoretical concepts and practices as relates to the task of creating or designing software. This tag should not be used simply because a question involves programming or contains code.

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1answer
59 views

Why would a game engine developer use both DirectX and OpenGL?

It's very common for cross-platform game engines to support both DirectX and OpenGL, and even Vulkan. Why would a studio want to write abstraction code 2, 3, or even 4 times? OpenGL/Vulkan are ...
0
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1answer
50 views

How to manage complex mesh importing in to a game engine

A bit of context: I'm developing a 3D rendering engine and can't really make much more progress until I get some more interesting and complex meshes loaded in to the scene. So far I have been using ...
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0answers
106 views

How can I approach writing a GUI framework for my game? [closed]

The problem I want to write a simple GUI framework designed for a game, in order to learn the inner workings and nitty-gritty of how GUI 'engines' such as Unity3D's GUI work. I can't find any ...
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0answers
78 views

Where to create the vertex buffers?

Please note that this is purely an architectural/design question. And sorry for the long post, there are a lot of "thinking out loud" here. I'm working on a simple graphics engine (as a universtiy ...
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1answer
101 views

Game Metrics for Achievements

So I posted not too long ago looking for an alternative system to what I'm using for game metrics, meaning information I post each update when something specific happens (enemy damaged, killed, a wave ...
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1answer
37 views

Is it possible to achieve the same performance of CUDA on OpenCL?

I am planning on porting some of my CPU code to GPU. I want my code to run on all GPUs, so openCL seems to be the right choice. Will I be able to achieve the same performance as of CUDA in openCL?. ...
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0answers
93 views

Game Engine Class and Subsystem Architecture

I have a quick question for those who have experience coding their game engine and such. I was wondering what a better approach would be when designing my own game engine. Right now I plan on having ...
0
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1answer
122 views

Should I use dependency injection in Unity? [closed]

As learned about dependency injection on the internet, I found that it's something that can be done simply by the Singleton Pattern. But there are 2 completely different views on this issue: Some ...
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3answers
256 views

How to build a better game save?

I am making a roguelike card game like dream quest, and I want to improve my dungeon/level save method. Here's what my levels look like: I checked dream quest saves but I don't like their method ...
0
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1answer
61 views

Sequencing / triggering messages based on conditions in an adventure game

I've been struggling conceptualizing the best way to make a level flow with dialog and help hints changing as you play etc. Imagine your goal is to make this one screen 'adventure' game, where you ...
0
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1answer
80 views

Time loop/ticking architecture

Say I build a snooker game, where balls need to jitter around. Balls belong to a class (ball class), where all the ball functions are defined. In the animation, time evolves by a clock ticking ...
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2answers
134 views

Say I've got a list of a hundred unique weapons, how can I programmatically and easily identify them all?

I've got a class, WeaponFrame, that has an int member, weapon_frame_id, that I intend to use as a way to identify the weapon, ...
0
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1answer
54 views

Where to keep game images

I am new to gamedev, and I have one question about architecture. Where to locate game images? Should I keep this in the class object or in the main function and draw it depending on object variables?
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0answers
78 views

Is there an accepted architecture for these classes? [closed]

I am coding a game in python and so far so good, but I feel like my classes are not very modular. This is a simplification of what I've done: ...
4
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3answers
291 views

Are there technical reasons to use short variable names in shader code?

I have been reading and writing both GLSL and CG for the past few years, and have noticed a trend. In programming, we are generally advised to be as meaningful and concise as possible with variable ...
1
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1answer
117 views

The number of shaders a large game or game engine has

Wondering the scale basically. The number of shaders a large game or game engine has. I've seen some metal repos but they typically just have 1 or 2 shaders for small demos. I think I've seen a few ...
3
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2answers
63 views

Solutions for maintaining importers and exporters when chaning file formats

After having a very short discussion with Delix on youtube (see link below) on custom data storage formats, I started thinking. What are some useful ways of maintaining importers / exporters when you ...
0
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1answer
252 views

C++ - How to create an engine editor without frameworks like qt and wxWidgets?

Basically sometimes I like to try to venture into the world of graphics computing, sometimes I have a project or another that uses opengl plus all the "blind" with opengl, I wanted to be able to ...
2
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2answers
61 views

Passing data to objects and sub-systems

I am currently creating a game in C++ using SDL. Many game objects and sub-systems require the use of variables such as an SDL_Renderer for drawing to the screen ...
2
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1answer
109 views

What is the average cost of hiring a programmer mid development to implement online features?

I guess my real question is more specific than that. I'm working on a game by myself and it has 2 player local multiplayer implemented already (it's a pretty simple 2D arcade-platformer type game). I'...
0
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2answers
59 views

How to: Duplicating and updating component data in systems

I am new to game development. Coming across the ECS (entity-component system) pattern I generally quite liked the idea. I have implemented the current version of my engine using the OOP style approach....
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0answers
40 views

Is there a way to make a movement pattern using AnimationCurves?

I'm making a 2D space-shooter game, and I want the enemies to have specific movement patterns, ranging from simplistic like a linear left-right loop, to more complex like a parabola left-right motion (...
0
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1answer
268 views

Make the components of an ECS polymorphic

I have implemented an entity component sytsem (ECS) in my game engine (SFML and C++ 17). An entity has an array of components. You can get a components by its type e.g.: ...
0
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1answer
105 views

What do we call a feature that allows many kinds of game object to be “plugged in” modularly?

I'm currently at a very abstract level of designing a certain game (if interested, see this meta post), so my question is a bit abstract, too. But I'll provide a reasonable example, so please bear ...
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2answers
304 views

Should items in an RPG be hardcoded or loaded in some other way?

Should static weapons (ie.. Iron Sword, Mythril Axe) be their own (static) classes that derive from something like ItemWeapon, which itself is derived from a ...
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2answers
129 views

How to handle component-based objects in a game loop?

I've been writing my own game engine and I was wondering the correct way to handle my game objects. Each game object is different. The only thing they have in common is a set of operations to handle ...
1
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1answer
94 views

strategies for detecting regressions [closed]

I know writing tests would be a good way to catch regressions. But what are some other strategies? TDD and game dev don't suit, but catching regressions is obviously something desirable. I would love ...
2
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1answer
222 views

One Giant Shader VS Many Small Shaders

I am building forward rendering engine combined with atlas shadow map technique. My goal is to build an engine that is capable of rendering similar scenes from games such as.. Doom Overwatch So I ...
0
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0answers
104 views

abstracting window and move semantics

I am using GLFW to manage OpenGL context and as such, delegate this task to a GLFW window. For managing the pointer to a window instance, I am thinking a class like this: ...
0
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2answers
166 views

Procedural sidescroller world gen algorithm by seed

I'm trying to recreate a procedural side-scroller world gen algorithm by using a seed and I find my self stuck trying to solve a particular problem. Seed generation applies very well with voxel-like ...
5
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2answers
748 views

Performance problems with quadtree for dynamic objects

I´ve implemented a quadtree spatial partitioning to my game engine as I wanted to try it and see how it affects the performance checks. The results were great (instead of hundreds collision checks ...
0
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1answer
128 views

How can I improve on this engine design?

I am trying to come up with a terrain visualization system and I am writing a simple graphics engine for this. For some reason, I wanted to try a new idea. Rather than using dynamic polymorphism and ...
45
votes
6answers
8k views

When is the best time to consider performance?

I am coming from software development background. During the software development cycle, we usually focus on functionalities and the working product. At the end of development, we start optimizing ...
5
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1answer
497 views

Game Engine “Control Flow” Design Options?

I'm dabbling in writing my own somewhat basic game engine from scratch, and I wanted to ask about some common design configurations for connecting the various parts. I'm particularly interested in the ...
1
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1answer
169 views

How to keep the state of all games in the server?

i have a problem implementing a turn-based game server in java. What i want is a way or a technic that let the server keep all the games state that are created in order to the client recover at the ...
0
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1answer
84 views

Any reason 3D character models aren't split into multiple models / files?

I'm just curious if there as any reason why artists are so resistant to split their 3D models into multiple fbx files. I just find the code design much cleaner if 3D models are split up into multiple ...
1
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1answer
38 views

How should I implement an Observer patter in the following example

I am wondering how I implement an observer pattern in the following example. I am mostly wondering what should be in charge of subscribing. The Example A factory produces cars (Observable), they ...
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1answer
107 views

How do I create Individual Health for each spawned object?

This question is probably asked many times, but how do I make sure that each time an object is spawned, that said object gains a value representing that objects health. Basically I have an enemy ...
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2answers
773 views

Do game engines compile games or just interpret them

I know that many game engines like Unity3d use scripting languages like c# or java script but does that mean that a game engine is just an interpreter? If so, does that mean that if I move the ...
2
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1answer
754 views

Game engine design choice, favour data oriented design over oop?

I have a scene, in the scene there are multiple systems. Transformsystem, collidableSystem etc ... Currently, these do nothing except returning a bool if the parameter component matches the system: <...
2
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0answers
108 views

How does an interruptive combat animation system like Metroid 2 work?

See here for reference. For the most part this game is a 2D side scroller with the expected platformer architecture: move left, right, jump, shoot, etc. Enemies move and you jump out of the way or ...
99
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4answers
20k views

Why are games built on cross-platform engines sometimes exclusive to Windows?

If an engine supports Windows, OS X, and Linux, why do we sometimes see games using these engines, like Space Hulk: Deathwing, restricted to Windows only?
5
votes
1answer
155 views

When should I acquire game objects with dependency injection, find-with-tag, or singletons?

This is sort of a best practice/efficiency kind of question, and I haven't really seen any other question talking about these three things together. Essentially, Dependency Injection, Find with Tag (...
1
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2answers
160 views

I have a game based on combining 2 ingredients to create a product. What is the best way to code this? (Unity)

So to go a bit more in depth, in my game, you can combine a variety of ingredients to make a product. For example, you could combine water and dirt to make mud. What I am currently doing to achieve ...
1
vote
2answers
2k views

2D racetrack collision bounce using angle of reflection (bounce angle)

I am currently working on a race game where I want to define the collision of my vehicle with the outer and inner borders of the track. If that happens to be the case I want to vehicle to bounce of ...
1
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1answer
151 views

Calculate speed vehicle physics 2d racegame

I am currently working on a 2d racegame where I am using physics to move a vehicle. On my form I would like to add a label containing the speed on the vehicle. My physics knowledge is a little rusty, ...
1
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1answer
87 views

Networking in a strategy, city management game

I'm developing a city management mobile game with its' share of multiplayer elements (leaderboards, achievements, social interactions). It's built using Unity and GameSparks as a backend. I'm a little ...
0
votes
1answer
80 views

Map Positions in LibGDX

I am developing an RPG game where there is a main world map, locations such as towns or ruins on that map and buildings in those locations where players can interact to go into. For example, I have a ...
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1answer
145 views

How can i make monsters drop items when they are being killed [closed]

I am making HTML 5 game with Javascript i am really new to programming,want to know how to make the enemies drop items after they are killed when the enemy dies i want the rectangle to represent an ...
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0answers
60 views

How to implement mutable functionality at runtime? [duplicate]

I am making a game in which the player character can gain traits that change how their character behaves in my world model or add functionality to it. For example, the character might gain the "...