Tagged Questions
4
votes
2answers
323 views
Component based game engine and dependencies - singletons [closed]
I am thinking about how to create component based game engine.
I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
2
votes
2answers
411 views
References about Game Engine Architecture in AAA Games
Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their ...
0
votes
1answer
140 views
Design patterns for effects between actors and technology
I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.)
Whilst working on the technology tree and how it affects actors ...
0
votes
1answer
161 views
How to keep balance / Unlock items / achievement rules
I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a ...
3
votes
1answer
163 views
Using allocators for different systems
I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
2
votes
4answers
636 views
Templates and game consoles
I have overhead in several times that templates should not be used on video game consoles, however, I never heard why or understood why. Why shouldn't templates be used on video game consoles, and if ...
8
votes
3answers
2k views
Custom allocators used in game development
I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
7
votes
3answers
382 views
Profiling and containing memory per system
I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
12
votes
3answers
941 views
Avoiding singleton pattern for Event Scheduler?
I want to make an Event scheduler for my Game, I basically want to be able to schedule the triggering of a Game Event. This can be a one time trigger, or a periodic trigger (trigger event ...
6
votes
4answers
1k views
How does an Engine like Source process entities?
[background information]
On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are ...
5
votes
4answers
881 views
MVC or Components, or both?
I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
4
votes
3answers
1k views
Multiplayer / Networking options for a 2D game with physics
Summary:
My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game.
What should I do ...
2
votes
1answer
771 views
Design Patterns and their most common uses for them [duplicate]
Possible Duplicate:
What are some programming design patterns that are useful in game development?
As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had ...