Tagged Questions
9
votes
3answers
333 views
Flexible alternatives to many many small polymorphic classes (for use as properties or messages or events) C++
There are two classes in my game that are really useful, but slowly becoming a pain. Message and Property (property is essentially a component).
They both derive from a base class and contain a ...
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 ...
4
votes
2answers
160 views
Mobile Multiplayer games and coping with high latency
I'm currently researching regarding a design for an online (realtime) mobile multiplayer game.
As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...
3
votes
4answers
226 views
Networking gampeplay - Sending controller inputs vs. sending game actions
I'm reading about techniques for implementing game networking.
Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
5
votes
1answer
528 views
What underlying character stats would you put into your “character” object in an RPG engine
basically I'm making my own RPG/TBS engine named Uruk (making an rpg themed about the epic of gilgamesh) and I am thinking of a combat system similar to the Disgaea franchise or the Super Robot Wars ...
8
votes
5answers
433 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
210 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
268 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
384 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
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 ...
-4
votes
1answer
195 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
554 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
364 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
1k 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 ...
32
votes
5answers
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 ...