Tagged Questions
8
votes
5answers
288 views
How can I update Display settings from an Options screen without restarting?
I'm currently creating a 2D RPG in C++11 with Allegro 5 and boost.
My goal is to somehow update my game settings when an option is changed in the Options Menu. I don't want to force the user to ...
1
vote
2answers
172 views
How to store different abilities in player class?
So, I have a player class with basic actions.
During the gameplay he unlocks new abilities.
I don't know how to store new actions within the player class.
To be precise - I know how, but my method ...
2
votes
4answers
250 views
Getting into the details of game engine programming [closed]
I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about ...
0
votes
4answers
343 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 ...
2
votes
1answer
225 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 ...
-4
votes
1answer
179 views
What technologies are used for Game development now days? [closed]
Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc.
However ...
0
votes
4answers
486 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 ...
2
votes
3answers
338 views
C++ Namespace vs Reference passed around like crazy - Implement a quest journal
May sound funny, but that's what the question is about.
Suppose you have this situation:
http://i48.tinypic.com/whl6pk.jpg
Red squares are data types. Hexagons are methods and Journal is the main ...
1
vote
5answers
952 views
Most efficient language for rewriting a tile-based board game as a video game? [closed]
I've been working on a hex-based board game. Every time I make changes, especially changes that require redesigning the map, it takes a good chunk of time and money. It might be more efficient to ...
29
votes
4answers
2k views
How to avoid the GameManager god object?
I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me ...
5
votes
1answer
267 views
What's the right/standard way of achieving separation of concerns?
Some background:
I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much ...
8
votes
2answers
435 views
Implementing behavior in a simple adventure game
I've been entertaining myself lately by programming a simple text-based adventure game, and I'm stuck on what seems like a very simple design issue.
To give a brief overview: the game is broken down ...
3
votes
3answers
262 views
Should each UI screen contain the list of screens on the stack or should I use a manager class?
I have a Screen class that encapsulates the updating and rendering of several distinct states, such as the menu, gameplay, and credits. A stack of screens exists on which the screens themselves need ...
13
votes
2answers
600 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 ...
1
vote
1answer
138 views
3D Location Handling
I am thinking about making a simulator type game that will involve having lots of small objects in a 3D space. What is the typical solution for handling these objects? The first thing that comes to ...