14
votes
5answers
443 views

How can I design lots of different attack types that can be combined?

I'm making a top down 2D game and I want to have a lot of different attack types. I'd like to make the attacks very flexible and combine-able the way The Binding of Isaac works. Here's a list of all ...
3
votes
2answers
206 views

Passing data between engine layers

I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the ...
3
votes
1answer
180 views

Whats the best way to expose current settings to your classes? [duplicate]

Just as the title states, whats the best way to expose current settings like resolution to my classes? (I know this might have been asked, but I couldn't find anything) I was thinking of the ...
0
votes
3answers
533 views

Entity System creating Components

Over every entity system I see implemented in C++, or even in Java/C# (e.g. the Artemis framework). I see components not allocated via a new operator (or something similar, e.g. std::make_shared). For ...
2
votes
1answer
228 views

Where to put common System functionality in Entity-System Design?

I am working on an Entity System design based largely off of Adam Martin's design and Ray Wenderlich's Objective-C Implementation. I am working on the AI system using a state machine with a System ...
5
votes
2answers
797 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
650 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 ...
16
votes
5answers
829 views

Dictionary of common names for code objects [closed]

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
348 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
1k 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
207 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
117 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 ...
1
vote
2answers
806 views

References about Game Engine Architecture in AAA Games [closed]

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
227 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
250 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 ...

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