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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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3
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1answer
94 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 ...
0
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2answers
79 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 ...
0
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0answers
27 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
27 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 ...
2
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2answers
105 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 ...
3
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1answer
84 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 ...
1
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0answers
75 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 ...
1
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1answer
24 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 ...
1
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1answer
102 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
60 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 ...
1
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0answers
129 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 ...
0
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0answers
89 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 ...
1
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1answer
114 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 ...
0
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1answer
68 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?. ...
1
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0answers
226 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
318 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 ...
0
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3answers
296 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
65 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
89 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 ...
0
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2answers
148 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
58 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?
1
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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
341 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 ...
0
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1answer
1k 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 ...
1
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1answer
130 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
485 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
76 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
111 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
69 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....
0
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1answer
334 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
115 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 ...
7
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2answers
314 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 ...
0
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2answers
145 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
96 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
299 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
126 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
223 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 ...
4
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2answers
932 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
133 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
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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 ...
4
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1answer
617 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
vote
1answer
185 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
92 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
44 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 ...
-1
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1answer
109 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 ...
1
vote
2answers
1k 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
871 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: <...
3
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0answers
116 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?