Tagged Questions

Engine-design related questions. How code is structured.

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0
votes
5answers
91 views

Need opinions: is it worth making component based entity system? [closed]

I've been reading about component based entity-system for couple days now and I'm not quite sure if it is worth implementing in my next game. I haven't started making the game yet, but I have bunch of ...
6
votes
3answers
218 views

“The Game Object” - and component-based design

I've been working on some hobby projects the last 3-4 years. Just simple 2d and 3d games. But lately I have started a bigger project. Soo in the last couple of months I've been trying to design a game ...
4
votes
1answer
111 views

Processing component pools problem - Entity Subsystem

Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD ...
5
votes
2answers
151 views

Should I use inheritance or composition for modelling game objects?

In terms of game engine modeling, please give your pros and cons for two types of interfacing: class MySceneObject_Model1 : public IRenderable, public IScriptable, public IAnimatable { ... } class ...
2
votes
3answers
325 views

Is “pure” OpenGL productive enough?

I know that this is a difficult question and I hope I can convey my meaning. Over time I've used many different engines from XNA over Unity to Panda3d and even tried native directX once. My final ...
1
vote
2answers
142 views

NoSQL (CouchDB) database design for MMORPGs

Are there any pratical examples of database implementation for an MMORPG in CouchDB? Even a detailed thesis? I've looked but found very little on practical examples and not even find any good UML ...
0
votes
1answer
151 views

What threading strategy does a game like Transport Tycoon use?

Transport Tycoon is a simulation game where you control a transport company, place railroad tracks and trains, airports, bus depots, boats etc. Now the game is about 15 years old and I remember ...
0
votes
1answer
121 views

I need an enemy spawning algorithm for a 2D tower defense

I need an enemies spawning algorithm for a 2D tower defense game. I have 4 maps, each has 4 stages and each stage has 40 rounds. I need to create an algorithm which will instantiate waves, increase ...
0
votes
0answers
48 views

What are the responsibilities of a game engine, and which of these things need to especially be efficient? [closed]

Possible Duplicate: What should a game engine do? What are the usual responsibilities of a game engine, and which of these things especially need to be efficient (performance-wise)? Can I ...
3
votes
3answers
185 views

Should each UI screen contain the list of screens on the stack or should I use a manager class?

I have a Screen class that encapsulates the updating and rendering of several distinct states, such as the menu, gameplay, and credits. A stack of screens exists on which the screens themselves need ...
0
votes
0answers
143 views

artemis entity system framework questions (All about FRP)

I'm integrating artemis entity system in my IOS engine. Everything is working nicely but there are some tasks that I'm finding difficult to achieve. Artemis works around components and systems. ...
12
votes
2answers
357 views

How should I check if a player has completed an achievement?

I'm making an MMO game and I just got to a point where I need to implement achievements... How do I do that? The most straight forward thing to do would be to run this once every 100ms,: for a in ...
0
votes
2answers
149 views

Entity manager loop opinions

This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...
8
votes
2answers
506 views

how should i develop my android game efficiently?

I have attached a image of a flow chart that i made in paint. The image shows how i want to develop my game. I want a game that runs great with smart coding that is easy to update and ad features ...
2
votes
2answers
98 views

How to handle similar actions in derived actors (inheritance)

I have a base class called Attacker that has a update method. The update method moves attacker through an array of waypoints as given below: - (void) update:(ccTime)dt { if(state == kMove) { ...

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