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0 votes
2 answers
380 views

How to separate game engine from the game?

I've been doing some reading and watching videos about game engine architecture, and it seems that a key component of making a game engine is to have it seperate from the actual game. The Cherno ...
L1ghtkage CaptainL1ghtning's user avatar
0 votes
0 answers
73 views

Command Pattern or/and Event Handling porgramming paradigm?

I have created a dynamic library that contains all the tools I want my game executable to have. Additionally, I want to create a world editor/tools for my engine to be more user-friendly. I'm ...
Benzait Sofiane's user avatar
0 votes
1 answer
174 views

Singletons as presented in Game Engine Architecture by Jason Gregory

I am reading the amazing Game Engine Architecture 3rd edition by Jason Gregory, but I have trouble understanding the singleton part, more particularly the part dealing with subsystem start/shutdown... ...
Benzait Sofiane's user avatar
2 votes
1 answer
224 views

Programming Singletons vs Static classes

I've been developping a 3D app for some time and I remember at some point I started to need to pass data arround in unrelated areas of the program, where it wouldn't make much sense to pass them ...
Gyoo's user avatar
  • 286
0 votes
0 answers
108 views

Data driven battle logic

Concept I am designing turn-based boss battles and want each boss to have different behaviors and skills they perform during a battle. The boss is selected randomly and is identified by a unique ...
VoidTwo's user avatar
  • 103
3 votes
1 answer
809 views

Characters ai code organization

I want to create a an ai with finely customizable character. The ai should be able to handle generic behaviors, like scheduled activity, shared across all character, but have specific override for ...
user29244's user avatar
  • 327
0 votes
1 answer
1k views

How would you implement card effects in a card game?

I'm making a card game right now and I am hesitating in how to design my cards. Let me explain I have a card that draws two cards from the deck when played. The way I'd code it is I'll create a class ...
younes alaoui's user avatar
2 votes
6 answers
327 views

Modelling Two Way Relationship in Unity for Scriptable Objects

How does one model two-way relationships for scriptable objects? Let's say we have a number of items in-game, and each item can be obtained by different conditions. Some may require you to complete a ...
qris's user avatar
  • 53
1 vote
0 answers
56 views

Is it worth creating engines for simple projects? [closed]

I know, this question has already been answered in several places on the internet and the answer is NO. But there are some points, I probably don't have the experience of half of you but I love C++ ...
Samuel Ives's user avatar
2 votes
1 answer
2k views

What should be an entity/component, and what shouldn't?

I've recently been reading the book Game Programming Patterns by Bob Nystrom, and one chapter I've found a bit hard to grip is the chapter about the Component pattern. In the example he uses (which ...
JensB's user avatar
  • 157
3 votes
1 answer
276 views

Storing stateful function-based actions in a JSON

System: My game uses an "ECS + event queue" architecture where every tick, various events change the state of JSON-able data. Plain JS objects. Problem: I want to be able to save the game-...
Hypergardens's user avatar
0 votes
0 answers
211 views

How can I efficiently and safely represent and query game state in the logic programming paradigm?

After learning Dialog, I've discovered representing game logic using the logic programming paradigm is a lot of fun; the composability and non-locality makes it feel like some kind of superior ECS. ...
smallobsession's user avatar
0 votes
2 answers
239 views

Naming convention for loop modules

Question about game engine object oriented design. Let’s say I have an engine with a main loop, and many handlers that will be executed by the main loop every time on next iteration of main loop. So ...
Dmytro Brazhnyk's user avatar
0 votes
2 answers
4k views

What data structure do I use to store Archetypes in ECS?

I am implementing an ECS with "archetypes" similar to how they are defined in Unity: A unique combination of component types is called an Archetype. For example, a 3D object might have a ...
EnderShadow8's user avatar
1 vote
1 answer
281 views

How to reduce code duplication in a cross-platform renderer without tying the interface to one specific API?

I'm working on a game engine as a fun project over the spring+summer. I've decided that to allow myself to explore rendering APIs I'm unfamiliar with, and force myself to write reusable code, I'd ...
Ethan McTague's user avatar

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