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
50 views

How do games like Anno or Stellaris manage so much data and processes internally?

Short example: the player controls multiple islands. Each island has factories on it. A factory has inputs, a process that does something with the inputs, and outputs. The process depends on the ...
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2answers
851 views

Which parts of Doom (1993) are open source and which are not?

As the original publication of the source code states, you still need an original copy of the game: https://www.doomworld.com/idgames/idstuff/source/doomsrc What exactly do you need from those ...
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1answer
41 views

How to communicate to an inventory item which character it's being used on?

Currently, I have an Inventory that is a ScriptableObject, which means it's not tied to any specific game object or player ...
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0answers
28 views

I need a custom launcher for my Minecraft server

I am creating my own Minecraft server for my friends and I (and then publish it). It uses Thermos for MC 1.7.10, with mods and plugins. My friends don't know how to install Minecraft Java Edition, ...
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0answers
39 views

Avoiding Global Variables in Event Driven Programming

First off is "procedural event driven programming" a thing? My question is about global variables in the context of an event driven program that doesn't use OOP... I have written a simple Snake game ...
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0answers
160 views

Is ECS an object-oriented design in disguise? (rather philosophical/technical)

Correct me if I'm wrong, but having read a lot about the ECS-Pattern in general and in the context of current game engines I am beginning to wonder if the ECS-Pattern in it's core is hardly more than ...
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1answer
136 views

Multiplayer Game Server Input vs Tick

I'm building a game server for a turn-based RPG game, where the players control their characters through a web interface ( think kind of like a Jackbox Party Pack game, where there's a screen that ...
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2answers
5k views

Is it a good option to simultaneously work on a game and a game engine? [closed]

I'm considering this, now I work on 3d game but I want also to make in slow tempo, iteratively a game engine is it a good choice? The game what I working on is with non custom engine (Unity, Unreal ...
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1answer
67 views

Even if one client port will be simple to write without it, should I still use an engine?

So the idea is to create a TRUE REAL TIME strategy game that is working as android and IOS app, and also as web browser game. Players should be able to play on all their devices. There will not be ...
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1answer
26 views

Ways to track login/loading progress dynamic?

Lets say we want to add a dynamic "loading bar" to our server-client game... the player presses on "login", a bar appears and shows the percentage of loaded assets and configurations from the server. ...
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1answer
28 views

How to replace texture maps on models in a packaged game?

I'm trying to do an experiment. I'd like to do some object masking to the assets inside of a game, so during run time, when you are playing, they're texture maps are replaced by the masks. The masks ...
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most flexible way to implement a buff /debuff system for a RPG game [duplicate]

I'm making an RGP board game where I have different heros, each one of them belongs to some types for example ("Aatrox" is a Dragon and a Ninja hence he belong to these two types),and each player has ...
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1answer
157 views

'Destroyed Actors' and 'Save Games'

Background Our team is creating an adventure platformer, and I have been tasked with creating a Save Game system. Our game features the usual progression systems, and is relatively linear. Approach ...
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1answer
138 views

Why aren't game mods allowed to talk to the outside?

Sorry if the title is a bit obscure, I didn't know what to call this. I recently got into mod making and thought of a mod which is able to control Spotify through in-game commands, using Spotify's API ...
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0answers
60 views

“Systems” needed for a box-pushing game

I already have an idea for a game. I also have a few years of experience with casual programming and game dev, and I know the messy while loop I had until now will not be enough for my next project. ...
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Structure for a strategy game

I am making a strategy game like Age of Empires. It's a pretty big project and I need a clear game structure. I have defined a Game_Object class with variables ...
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1answer
78 views

Engine for a Football Manager Type game (data driven, menu clicking) [closed]

A friend and I had started developing a football manager two years ago, but ultimately squashed the whole thing because we found ourselves in a mess with developing UI and saving/loading. The basic ...
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1answer
25 views

Terms of integrating 3rd party sdk and libraries in your engine

I am developing my own engine and integrating Bullet Physics. Now Bullet Physics is open source under Zlib license. My concern is, can original owner change the license later on to paid and how it ...
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0answers
24 views

Sprite alignment in my sprite packer

I am creating the "perfect" sprite packer. This is a sprite packer that makes sure the output sprite is fully compatible with everything. It converts (if needed) the source frames to BMP in memory It ...
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1answer
148 views

Mob generation design - is creating a class for each mob efficient?

I'm working on an RPG game for my coursework project. Everything is going fine but I've reached a stage where I do think that my project's code is not the most efficient. Here I have a constructor of ...
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2answers
97 views

Resetting variables when starting a new game

What is the best practice when implementing a way to start a game when a previous game has been played and the game's variables have already some kind of values assigned to them? The most naive ...
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0answers
31 views

Software Architecture to link several individual projects with one menu/lobby? Please critique my planned architecture

I'm working on a project with a large and spread out team. Think of the project as like a way to showcase different people's work. Each person is working on an individual experience that will need to ...
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0answers
31 views

Manage weapon special gear enhancements (buff, life steal, fire DoT, slow enemies, etc)

I plan to develop an RPG, and I struggle with my weapon damage calculation. I'd like to be able to attach modifiers to swords, like life steal, damage buff, fire damage over time, make the enemies ...
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2answers
114 views

Modify the effect of a card being played

I'm trying to recreate a simple card game. Each played card has an action (draw extra cards, peek at draw stack, eliminate an opponent card, etc). Once played, it goes on a stack, and the card effect ...
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1answer
107 views

Multiplayer oriented game engine object (C++)

for a personal project i started making a 2d game engine in C++ that uses sfml. The idea is having base "game object" classes from which a game will inherit. Right now i have: Game_engine class ...
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0answers
86 views

Switching from software Engineer to Game developer [closed]

I don't know if this is the right place to ask this. I've been working as a software engineer for 3.5 years so far, mostly web apps, mobile apps, web pages in banking systems, educational, etc but I ...
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1answer
28 views

Extending the camera vs CameraHelper class vs camera field

I am following an eBook called "Learning Libgdx Game Development" In it, the author implements a CameraHelper class that implements ...
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1answer
115 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 ...
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1answer
67 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
141 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
93 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
123 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
84 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
339 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 ...
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1answer
469 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
317 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 ...
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1answer
68 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 ...
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1answer
94 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
152 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, ...
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1answer
60 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
82 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: ...
3
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3answers
426 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 ...
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1answer
2k views

How to design prefabs in Entity Component Systems

In Unity (and I presume other game engines) you can create "prefabs" which are blueprints for game objects. They contain a list of components, and default values for those components. Prefabs can be ...
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1answer
145 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 ...
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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 ...
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1answer
675 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
89 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
114 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'...
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2answers
81 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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1answer
377 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.: ...

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