Tagged Questions
28
votes
7answers
2k views
Event Driven Communication in Game Engine - Yes or No?
As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven ...
12
votes
2answers
370 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 ...
12
votes
6answers
1k views
Is Test Driven Development viable in game development?
As being Scrum certified, I tend to prone for Agile methodologies while developping a system, and even use some canvas from the Scrum framework to manage my day-to-day work.
Besides, I am wondering ...
12
votes
3answers
1k views
Finite state machine in C++
So, I've read a lot about using FSMs to do game state management, things like what an FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing ...
11
votes
7answers
499 views
Low coupling and tight cohesion
Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level ...
10
votes
3answers
486 views
Appropriate level of granularity for component-based architecture
I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
10
votes
5answers
738 views
Cross platform low level graphic API
When creating a system abstraction is better to have the platform different APIs hidden by a common interface at the lowest level that makes sense.
Taking in account the different modern (with no ...
9
votes
1answer
676 views
Separating physics and game logic from UI code
I'm working on a simple block-based puzzle game.
The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in ...
8
votes
2answers
493 views
Could I be going crazy with Event Handlers? Am I going the “wrong way” with my design?
I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen ...
7
votes
2answers
326 views
Manage a large number of independent actors in real-time
I am working on a large scale real-time strategy game - ideally with thousands of units active at once - but I am having trouble managing all of the units at once without it becoming astonishingly ...
7
votes
1answer
95 views
Broad topics needed for teaching game development
I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is ...
6
votes
3answers
367 views
Trophies programming design pattern
What design pattern is best for implementing trophies in a game? I am not a games developer, but is it easy for each player's action to check and update conditions that satisfy 50-100 trophies at any ...
6
votes
2answers
759 views
Information on seamless MMO server architecture
I'm looking for any material on seamless MMO servers! I do have a few articles in the "Massively Multiplayer Game Development" books and "Game Programming Gems 5." Has anyone experience on that topic ...
5
votes
2answers
206 views
How to handle game states for a 1/2-player game?
I'm developing a little simon-like game and I'd like to know what the best approach is when it comes down to game states.
What would be the best approach?
Creating different states/screens for ...
4
votes
3answers
258 views
Internal Game Organization
I've been trying to make various sorts of games throughout the past few months, I've had several false starts (currently using python + pygame). I find that what happens is that I get a first pass of ...