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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 ...
Juzzbott's user avatar
  • 123
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
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 ...
Kaushal28's user avatar
  • 111
0 votes
1 answer
347 views

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 ...
gina16's user avatar
  • 1
0 votes
0 answers
33 views

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 ...
BBQSquirrel's user avatar
0 votes
0 answers
580 views

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 ...
artem baltser's user avatar
0 votes
1 answer
89 views

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 ...
Gayatri Rout's user avatar
0 votes
1 answer
231 views

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 ...
Derek81's user avatar
  • 31
0 votes
0 answers
310 views

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 ...
Ido Sofi's user avatar
1 vote
1 answer
1k views

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 ...
demiurghg's user avatar
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 ...
Axel Carré's user avatar
1 vote
1 answer
1k views

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 ...
FICHEKK's user avatar
  • 189
0 votes
1 answer
127 views

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 ...
user avatar
1 vote
1 answer
668 views

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)....
Pins's user avatar
  • 589
3 votes
2 answers
705 views

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. ...
Pins's user avatar
  • 589

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