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How code is structured. For questions on the internal design of a game engine.
2
votes
Why use asset manifest files?
As a general design pattern, manifests are useful when you want to collect all the information about a disparate set of objects into a single place. It doesn't have to be about archive/packed files, o …
13
votes
How to organize a game engine in C++? Is my use of inheritance a good idea?
Depends on what you mean by 'good'. It will get the job done, certainly. It has plenty of up-sides, and down-sides. You won't find them until your engine is much more complex. See this question on SO, …
7
votes
Event-driven Communication in a Game Engine: Yes or No?
Great answers so far from James and Ricket, I only answer to add a note of caution. Message passing / event driven communication is certainly an important tool in the developer's arsenal, but it can e …
10
votes
Accepted
How do I design a game framework for fast reaction to user input?
For an in-depth study of latency in games, Mick West is the undisputed master. Read these two articles first, and it will make everything else make so much more sense.
There are two aspects to this. T …
22
votes
Accepted
Correct way to abstract an XBox Controller
There is no one perfect mapping that gives you a platform specific abstraction, because obviously most of the identifiers that make sense for a 360 controller are wrong for a PlayStation controller (A …