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C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

0 votes
1 answer
209 views

Const returning C++ method can't be bound with LuaBridge

I have a method with this signature: const std::string GameObject::GetName() And then I try to bind it with this line: ... .addFunction("getName", &GameObject::GetName) ... When I try to compile …
Tudvari's user avatar
  • 771
1 vote
2 answers
476 views

What are the advantages and disadvantages of using pointers to change data in my physics eng...

I am working on an entity-component system, and I am thinking about this communication protocol: The physics component of a game object sends an UpdateMyState message, with its state attached. The p …
Tudvari's user avatar
  • 771
-1 votes
2 answers
90 views

How do I properly set criterias, when sending search requests in messaging system?

I'm designing a game engine in C++, and I ran into a problem with my messaging system. The "RequestData, ResultData" system is very appealing to me, because I only have to create a ResultData object, …
Tudvari's user avatar
  • 771
3 votes
0 answers
822 views

How to store Lua script's inner state?

Situation: I am working on an Entity-Component system, and I am using LuaBridge as a Lua binder. There is only one Lua State. Currently when I update the game objects, I just check whether it has a …
Tudvari's user avatar
  • 771
2 votes
1 answer
4k views

How to change the time dilation using C++ in Unreal Engine?

I searched a bit and found a blueprint solution which does this but I've just started using Unreal and I prefer C++ instead of this visual programming thingy. I'm looking for a Unity-like Time.timeSc …
Tudvari's user avatar
  • 771
2 votes
2 answers
2k views

How to manage different shaders dynamically?

Currently I have only a really basic shader and a shader class. My question is that if I want to make different shaders (with different uniforms, inputs, etc) how should the architecture look like? …
Tudvari's user avatar
  • 771
1 vote
1 answer
894 views

Should I create a Lua wrapper classes for my C++ classes, or should I bind them directly?

I have a fairly standard architecture like this: GameObjects have Transform, and can have Renderer, Rigidbody, Camera, LightSource, etc, and all of these classes have their corresponding methods. …
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  • 771
0 votes
0 answers
171 views

Do I need forward declaration for a good message based communication system?

I am thinking about a game engine like this: I am trying to implement message-based communication. Every ReceiveMessage() method processes the Message, or forwards it into the right direction based …
Tudvari's user avatar
  • 771
0 votes
3 answers
175 views

Is it efficient to only store interface pointers for components in an entity-component system?

Let us say that I have a simple architecture, and I have implemented event-based communication between the objects and the components. In this architecture, Game has GameObjects, and the GameObjects h …
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  • 771
6 votes
3 answers
1k views

Is this a good way of separating graphics from game logic?

My current architecture for me game engine looks like this, though it is not accurate: Everything graphics related is done in by GraphicsEngine, and through its components, like Material, Mesh, etc) …
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  • 771
0 votes
2 answers
156 views

Unused methods after component inheritance in component based architecture?

I have a GameObject class, which contains Components, like: Renderer Camera Behaviour Rigidbody First I inherited all of them from Component which has an Update() method, and it is called every fr …
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  • 771
12 votes
3 answers
4k views

Identifying assets in a game engine?

I want to identify my loaded assets, but I don't know which one should I choose. There are 2 options: Name (string) This is the easiest and also fast with unordered_map ( O(1) ), but way slower th …
Tudvari's user avatar
  • 771
0 votes
3 answers
207 views

How to prevent sending semantically wrong messages in event based architecture?

I have created the following architecture in C++: ReceiveMessage has two important parameters: Scope, which defines the scope, like game object, scene or core. This determines how far the message …
Tudvari's user avatar
  • 771
1 vote
1 answer
292 views

Communication between the SubSystems and the GameObject components?

Currently I have an architecture (not 100% accurate): The RenderData contains primitives, which will be processed by the GraphicsEngine. Upon creation I have to send the pointer of the renderData f …
Tudvari's user avatar
  • 771