42 votes
Accepted

How to avoid hard coding in game engines

Data-driven coding Every thing you mention is something that can be specified in data. Why are you loading aspecificmap ? Because the game configuration says that ...
Sean Middleditch's user avatar
11 votes

How to avoid hard coding in game engines

The same way you avoid hardcoding in general functions. You pass parameters and you keep your information in configuration files. In that situation, there is absolutely no difference in software ...
Vaillancourt's user avatar
  • 16.3k
6 votes

Solutions for maintaining importers and exporters when chaning file formats

Naughty Dog seems to use scheme for describing both the data and how it should be read. However, my knowledge of scheme is non-existent so I have no clue how that would work. This would however, solve ...
Ferreira da Selva's user avatar
3 votes

How to avoid hard coding in game engines

I like the other answers so I'm going to be a little bit contrary. ;) You can't avoid coding knowledge about your data into your engine. Wherever the information comes from, the engine must know to ...
dash-tom-bang's user avatar
3 votes

How would a turn based RPG game store move information in a reusable way?

It looks like what you would essentially like to do is create a game engine (like RPG Maker) or a game with some modding tools with the ability to create custom semi-defined object (like Skyrim). ...
Benjamin Danger Johnson's user avatar
2 votes
Accepted

Tilemaps are loading differently each time

The rotation comes from the calculation of the index in load_from_file(), it should be: ...
G. Sliepen's user avatar
2 votes

Solutions for maintaining importers and exporters when chaning file formats

Never remove data from your saved data, only add. Let .NET's serializers take care of the rest. (That's my advice if you have access to .NET, as with Unity). This comes from experience with handling ...
Almo's user avatar
  • 6,688
2 votes

Is there a standard format to store game asset data as a binary archive?

No, there isn't. Every other game does it differently (some even keep their assets as individual files). I am building a prototype I would not bother about assets packaging just yet. It's a low-...
Kromster's user avatar
  • 10.6k
1 vote

'Partial data load' terminology

It seems that the accepted term is streaming. But this term is too broad, you need to add additional keywords to search, such as ...
Mangata's user avatar
  • 2,491
1 vote

How would I save texture along with other data in binary file in Unity?

One problem with binary file formats is that it is difficult to tell where one block of data ends and another block starts. A common method is to prefix every variable-length block of data with an ...
Philipp's user avatar
  • 119k
1 vote

Is there a standard format to store game asset data as a binary archive?

No, there isn't. Every game engine has a different solution for this problem. But when you don't want to invest the time and energy into creating a homebrewed asset pack format, then you can simply ...
Philipp's user avatar
  • 119k
1 vote

How would a turn based RPG game store move information in a reusable way?

What I would do is to separate the moves into "building blocks" of sorts, a bit like a scripting language like others proposed but simpler, more akin to opcodes - I think the actual Pokémon ...
htmlcoderexe's user avatar
1 vote

Chunk/Region Compression/Decompression

Why don't you create a smaller allocation unit size (instead of 4096 per chunk)? From what I understand, each chunk is 4096 byte long uncompressed. I'm guessing that a lot of data in the region is ...
Karlovsky120's user avatar
1 vote

Importing levels at runtime

As mentioned in the comments, Unity has AssetBundles ( https://docs.unity3d.com/Manual/AssetBundlesIntro.html ). These can be loaded at runtime with the 'www' class (if they are stored locally, you ...
Steve Harding's user avatar
1 vote
Accepted

Way to deserialized or load last save state scene with GameObject and other classes instead of storing normal fields via binary format?

Unfortunately, after several experiments to find the easy way to store GameObjects effectively without hassle, there is no shortcut in preserving files + game ...
David Dimalanta's user avatar
1 vote
Accepted

What is an example of a binary 3d file format?

As mentioned in the comments: Nearly every common data format used by 3D tools can be stored as either ASCII or binary, the difference is only in how the contained data is stored on disk - the actual ...
UnholySheep's user avatar
1 vote

What record stores the inventory in a Skyrim savegame file?

Late to the party, but it is in the change forms. More specifically, it's an ACHR record (type = 1) in the change forms. Unfortunately, the change forms for ACHR records aren't documented at all on ...
hexorlite's user avatar
1 vote
Accepted

How to save one color channel, taking only 1 byte per pixel?

Microsoft BMP files have a "monochrome" mode which uses just one bit per pixel (the file is still slightly larger due to meta-data). Note that this only applies to the actual graphic files. When you ...
Philipp's user avatar
  • 119k

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