All Questions
Tagged with architecture game-loop
47 questions
2
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1
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2k
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Who 'owns' the components in an ECS?
Currently looking and reading about entity component systems, and just wanted to ask about who 'owns' or where the components are registered.
I would have thought that each entity has a collection of ...
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 ...
1
vote
1
answer
688
views
Multithreading vs Asynchronous game loop for multiplayer online game?
I'm trying to create a turn based multiplayer online game where players can be grouped in a room/lobby and play (similar to Ludo but number of players can be more than 4). There can be multiple such ...
0
votes
1
answer
347
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Structuring a game in Java
I am currently programming my first game in Java and I'm having trouble structuring it.
My biggest concern is regarding the game loop.
Currently I have implemented a class with only a main function ...
0
votes
0
answers
33
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Organising gameobjects into multiple lists
I have a very simple little game that consists of a player, zombies, food, and treasure. It's all automated. The player will walk towards a zombie and shoot within a certain distance, which costs ...
0
votes
0
answers
580
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Game server multiplayer architecture
I'm planning to build a big browser multiplayer game with gameplay very similar to agar.io but rpg.
Game will be containing rooms as It's done in agar.io. 50-100 players max per room. Realtime. 10ms ...
0
votes
1
answer
89
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How to disable pause() in game_loop() once game_over() function is called?
How can I disable pause() in game_loop() once game_over() function is called?
game loop
...
0
votes
1
answer
231
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Functions in the game loop
I'm learning about the game development. No i'm on the total basics - writting a proper game loop. As i've searched over the Web i'v found that simple but good ...
0
votes
0
answers
310
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Game Rooms Server Architecture - ENet CSharp
My team and I are working on an upcoming online fighting game using ENet-CSharp (A C# ENet implementation created by nxrighthere), and we're currently designing the architecture of the server. We ...
1
vote
1
answer
1k
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Entity component system: how and where store pointers to system resources or third-party lib's objects?
I'm migrating my game pet-project to ECS. I use C# (custom-made engine, not Unity). It goes pretty well, but one big thing is making me worry.
This is how and where to store pointers to system ...
0
votes
0
answers
861
views
Best game loop architecture
So I understand how a game loop works (listenInputs/updateData/redrawInterface) but what I'm struggling with is how am I supposed to equalize rendering? I initially thought I had to make the thread ...
1
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1
answer
1k
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How does a game like Minecraft handle block and entity updates?
I am not asking how Minecraft loads chunks or generates chunks, I am asking about individual blocks and entities and their behaviours.
Suppose you have a dirt block: dirt block can be converted to a ...
0
votes
1
answer
127
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How do I deal with closely coupled systems in a game engine?
Let's say a game engine had a central game class as well as multiple systems (as objects) that are stored within it. These systems (such as input, rendering, sound, etc) would also be updated by this ...
1
vote
1
answer
668
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Box2D simulation running slower on lower FPS(even when the desired FPS is lower than the actual) [closed]
I´m playing around and trying to make myself an easy platformer using the Box2D physics, before that I was not using it and was using my own physics implementation(just simple movements with timestep)....
3
votes
2
answers
705
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Is single/double frame allocator suitable only for POD datas?
Let´s say I have a single frame stack allocator, so I´m using it for allocating memories for my temporary data.
...