Tagged Questions

Engine-design related questions. How code is structured.

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4
votes
4answers
310 views

Game Messaging System Design

I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message -> message is posted to global message queue -> ...
3
votes
1answer
69 views

Music Rhythm Game Difficulty Question

I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific ...
4
votes
1answer
107 views

Dynamic Components

I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are ...
6
votes
4answers
274 views

Pros and cons of using dlls

I wonder about create every game engine module (render, input, sound, etc...) into dlls (renderer.dll, input.dll, etc...). What are pros and cons in your opinion of divide game into set of dlls ? I ...
1
vote
2answers
125 views

Is 2 lines of push/pop code for each pre-draw-state too many?

I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
-2
votes
3answers
191 views

C++ Game Engine Book/Tutorial/Anything recent? [closed]

Before I get flamed, please understand that I have been looking for a while now. Yes, I have found a good amount of game engine tutorials...except filled with errors, out of date syntax, missing ...
5
votes
4answers
245 views

Entity System and rendering

Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But ...
2
votes
1answer
60 views

Managing different utility classes between engine and libraries

I'm currently in updating some engine code (which does not work, so it is more like creating a engine). I've decided to swap over to SFML (instead of my own crappy renderer, window manager, and ...
2
votes
1answer
48 views

2D scene graph not transforming relative to parent

I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. ...
0
votes
4answers
163 views

Programming Paradigm for Games [closed]

Which programming paradigm resembles or best suits the Game design or game engine programming? by paradigm I mean the Imperative, Object oriented, Functional, etc. I came to know that functional ...
0
votes
1answer
82 views

Designing a “Grid” like object that contains game objects

I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the ...
2
votes
2answers
185 views

Best practice for designing a risk-style board game

I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so ...
1
vote
1answer
114 views

Techniques for separating game model from presentation

I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores ...
9
votes
3answers
353 views

How to code UI / HUD in Entity System?

I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. ...
3
votes
2answers
117 views

Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with ...

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