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How code is structured. For questions on the internal design of a game engine.

3
votes
It isn't uncommon for parts of a code base to be considered cornerstone objects or a foundation class, but that doesn't justify it's life cycle to be dictated as a Singleton. Programmers often rely …
answered Oct 1 '14 by Naros
5
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I come from the mindset that components contain nothing more than data. Depending on your game, that data is derived from static files that ship with the game to sometimes being combined with the inf …
answered Dec 18 '12 by Naros
3
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"Your melee attack is an instant kill if behind target" The talent system basically consists of a set of rules which need to validate to true before some effect takes place. You could treat the …
answered Dec 15 '12 by Naros
4
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There are many ways to design a game engine and it really all boils down to preference. To get the basics out of the way, some developers prefer to design it like much like a pyramid where there is …
answered Apr 1 '13 by Naros
1
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There is no right answer to your question and a lot of it comes from personal taste and out of need. Most engines often need the ability to deliver both asynchronous and synchronous events because …
answered Sep 22 '14 by Naros
1
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It seems to me that you're mixing the visual representation with the logical representation of what you're trying to create. Lets discuss your two scenarios. Equipment Screen In this situation, I w …
answered Sep 8 '14 by Naros
1
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may interact with various subsystems in your architecture in order to accomplish the task of creating a Player object. This may likely include interacting with the entity system to create an entity …
answered Aug 7 '17 by Naros
2
votes
Whether to choose TCP or UDP often depends on the mechanics and needs of the game. For example, First Person Shooter games often rely on UDP because of the minimal network overhead for exchanging inf …
answered Feb 28 '13 by Naros
1
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All the mesh objects I have loaded by OGRE3D have the skeletal poses and animations built into them which simply means that using an Ogre::Entity gives me access to all that information. Assuming you …
answered Dec 15 '12 by Naros
1
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My first question would be why have a ToolManager with methods like Move and Select. Different tools are going to provide different mechanics depending on the choice you've picked and trying to put a …
answered Feb 28 '13 by Naros
1
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This has the benefit of components automatically binding and unbinding themselves to their system which is convenient. It has the downfall of being a singleton (not necessarily bad, but it can poss …
answered Aug 11 '17 by Naros
3
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your architecture without having to sift through code to determine what needs what. All that is left is to have some map loader or such that understands how to read your level data and call the …
answered Apr 9 '15 by Naros
2
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I would wager you're attempting to mix multiple concepts here. There are multiple culling algorithms used in video games. The most notable is the one used to determine what should be drawn on the sc …
answered Dec 18 '12 by Naros
3
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I tend to subscribe to the theory that an entity is somewhat abstract and in the general sense doesn't really have much of any logic. If anything, an entity often exists as a wrapper around a complex …
answered Jul 16 '14 by Naros
0
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As others have said, it's pretty common place that physics has it's internal data state is managed separately from the internal data state of the rendering engine. It's often common to see even the t …
answered Dec 15 '12 by Naros

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