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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 …
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 …
-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, …
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 …
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 …
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?
…
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.
…
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 …
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 …
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) …
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 …
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 …
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 …
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 …