1
vote
0answers
40 views

Cyclic dependencies between classes [migrated]

I am having troubles with dependencies between two classes. The problem is the following: I got two classes, Timestamp and Exception. Exception is abstract and all possible exceptions derive from ...
4
votes
2answers
303 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 ...
4
votes
2answers
415 views

Game Editor plugin architecture

I'm creating 3D Game Editor for my own use. As rendering i took Ogre3D and MFC as UI. I faced with architecture problem. I am using Document/View architecture and for each Doc. i create new ...
13
votes
5answers
731 views

Dictionary of common names for code objects

I'm looking for a common dictionary of terms (much like design patterns have a common language for how things interact) that are specific to games. For instance, if I'm making a game of pong with a ...
3
votes
2answers
250 views

Making character's skills and abilities as commands, good practice?

I am designing for a game that consist of characters who have unique offensive skills and other abilities such as building, repairing, etc. Players can control multiple of such characters. I'm ...
5
votes
4answers
533 views

Retrieving components from game objects (entities)

Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
1
vote
1answer
186 views

How can I refactor my code to use fewer singletons?

I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have: A ...
1
vote
1answer
104 views

How to model / where to store relational data between classes

I'm trying to figure out the best design here, and I can see multiple approaches, but none that seems "right." There are three relevant classes here: Base, TradingPost, and Resource. Each Base has a ...
2
votes
2answers
404 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 ...
5
votes
1answer
196 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 ...
2
votes
1answer
222 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 ...
3
votes
2answers
450 views

Design pattern for creating multiple enemies

I'm currently attempting to implement a factory method pattern for creating multiple different enemies after loading data from a file. But I'm having second thoughts on what would be the best design ...
6
votes
1answer
155 views

Applicability of Business Architectures in XNA 4

I've done a lot of C# programming and the architecture we use of late is a MVC => PresentationService => Domain Service And/OR DataService => Repository with a UnitOfWork and a messaging bus. In web ...
3
votes
0answers
348 views

Any recommended books/resources on component-based design?

I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited ...
0
votes
4answers
479 views

Separating game logic from animation

For non-game applications the model-view-controller pattern is typical where data, logic, and visuals are separated. But for a game how would you architect the game logic and the animation system in ...

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