Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.

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How should I implement simple/basic combat and leveling in my C++ Rogue Like Game? [closed]

I recently started making a rogue-like game to freshen up on my c++ programming and I'm to the point where I need to decide how the major mechanics should be implemented. I guess C++ doesn't really ...
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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 ...
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1answer
95 views

Ideas wich design patterns apply in my school assignment [closed]

For a assignment for school i've to develop a game in Microsoft XNA 4. Let me first clear out that my intention of this post is NOT to give me codes. I want to figure out things by my self. The ...
4
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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 ...
2
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1answer
115 views

What is the best design pattern to apply effects and abilities?

What would be the best design pattern to apply effects and abilities in a game. For example: I have a unit that has base stats like attack power, defense etc. The unit can hold several items that ...
4
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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 ...
1
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0answers
76 views

What is the right way to use a QStateMachine for a text adventure game?

I have seen a couple topics about this already but they were a bit vague for me so I decided to make this. I'm working on a little adventure game just for fun in Qt, its basically just text on the ...
13
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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 ...
6
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1answer
214 views

Rule / validation design pattern

What design patterns can be used to create a rule / validation system for a game like chess (this is just a simple example, the actual game needs more difficult sets of rules) I've read several ...
12
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2answers
556 views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
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 ...
8
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3answers
248 views

How to have operations with character/items in binary with concrete operations?

I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= ...
1
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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 ...
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3answers
189 views

correct pattern to handle a lot of entities in a game

In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at ...

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