Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.
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134 views
How should I implement the “Observer” pattern with respect to a game world?
I'm thinking of ways to implement the Observer pattern in a game I'm developing at the moment. I can have a Game World (local map) with Game Objects (player, NPCs, monsters etc...) inside of it. Other ...
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0answers
13 views
Input handling system using the command pattern [migrated]
The online book Game Programming Patterns briefly describes the use of the command pattern to handle input in a game. I've attempted to write my own "one size fits all" input handling system based on ...
2
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1answer
74 views
Obstacle spawn constraints in Jetpack Joyride
Jetpack Joyride: https://www.youtube.com/watch?v=3KENMuzsras
tl;dr
What's the best way to add constraints to obstacle spawning (algorithms) or how to design obstacle spawning to allow constraints?
...
5
votes
1answer
92 views
Must all AI states be able to react to any event?
FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it.
How is this used in games to design AI ...
2
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0answers
34 views
Localization patterns [closed]
I want to disponabilize my game in various languages and for it I want to use industry standards, but it has been dificult to find any material on google.
I am looking for patterns, conventions, file ...
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2answers
187 views
Which Design Patterns Should I consider for Quest Management? [closed]
I am working on an fantasy RPG and I would like to get some ideas about how I am implementing Quests.
Quests in my game are very generic. The quest goal can be almost anything in the game. The goal ...
6
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0answers
174 views
Is a responsive dimension game worth it? [closed]
I'm in the process of creating a Wario-Ware-like game that will be created for browsers first then likely ported to mobile. Here are the different ways I've considered setting up the dimensions of the ...
1
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1answer
51 views
When is messaging/observing preferable to 'built-in' functionality in game objects?
In working on a Python/Pygame project I recently came to an impasse which couldn't be solved elegantly via my previous methodology - using wrapping functions as an Observer pattern - and it was ...
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2answers
143 views
Data Locality and Polymorphism [closed]
I've been reading over the various chapters available at http://gameprogrammingpatterns.com, and in particular his chapter over Data Locality(http://gameprogrammingpatterns.com/data-locality.html) has ...
1
vote
2answers
227 views
How do I separate testable game logic from my UI in Cocos2d-x?
I read some articles on why I should separate game logic and UI code: That makes it possible to test game logic code can be independently of the rest. However, I am having trouble implementing this in ...
5
votes
2answers
196 views
Is having a master builder object a bad idea?
I have wondered about using the following approach to creating Entity objects in a personal project. What I want is to be able to keep track of all Entity objects that get created, so whenever an ...
2
votes
1answer
115 views
How can I reuse animated meshes?
When creating meshes, I made a mesh class and then used that one as base model and redrew that same mesh for each instance of an object with that mesh. (For eaxmple, one rock mesh, many rock objects.) ...
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0answers
58 views
How can I position different size creatures in a group automaticly
I'm doing a game (in xna) on my free time, as I'm not in the game market, I'm pretty sure I'm missing something that would help me get this right. Think of Ogre Battle. A group of unit moves, and ...
3
votes
2answers
371 views
How should I design my classes in a game?
I'm stuck for ideas on classes in game programming. This is probably more of an opinion based question. I'm looking for information that is proving hard to find on the internet.
Say I have a class ...
1
vote
2answers
250 views
Should game objects draw themselves? [duplicate]
Assuming you have classes like Player, Enemy, Map and Tile.
The first approach to structuring rendering code would be to give each a render() method and let it draw itself:
void render(){
...
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0answers
56 views
Designing & Implementing a generic actions & communication system [closed]
I'm currently in the process of redesigning the action/communication/sound system of some small game. This part currently handles characters speech and emotes.
The game itself allows for a lot of ...
14
votes
2answers
442 views
Does game development have its own types of modeling?
In general computer science there are modeling "languages" (read: standardized diagramming techniques) such as UML 1,2, in databases there are things like ERD3, in business there are other types such ...
2
votes
2answers
89 views
Why aren't resources such as Pixmap disposed on finalization in LibGDX?
I've been looking at the LibGDX framework, and certain classes such as Pixmap require to be disposed manually when you are no longer using them (call the dispose method).
I'm wondering, since this is ...
6
votes
4answers
259 views
Should references between assets be handled by name or ID or something else?
How should content or asset items be referenced in their serialized form?
For example, a material might need to reference several textures. The simplest way would be to use a path, relative to the ...
1
vote
1answer
148 views
Making specific Enemy Classes
So I was just looking through an old game I had made for android, and was second guessing how I was sub-classing enemy for each particular enemy in my game. My enemy class had all kinds of ...
2
votes
3answers
519 views
Visitor-pattern vs inheritance for rendering
I have a game engine that currently uses inheritance to provide a generic interface to do rendering:
class renderable
{
public:
void render();
};
Each class calls the gl_* functions itself, ...
1
vote
1answer
121 views
Best practice child and parent script [closed]
What is the best practice coming to wher to place the code in this scenario.
I have a gamobject called player. It has lots of child objects. One of them is sword.
Like this:
Player
Body
Head
...
16
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5answers
604 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 ...
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2answers
354 views
C# Design for Ability System
I'm a novice programmer but I have completed a pre-university in web prog so I am not a total noob. I'm using Unity, but this is just C# for now.
This is my first big project and I need some ...
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votes
2answers
185 views
How to structure the code of a game? [closed]
I come from a web development background and want to learn game programming. To bridge the gap, I plan on creating a simple one-on-one fighting game in JavaScript. There’s two fighters on a stage, and ...
2
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2answers
115 views
Design problem with specific requirements (logical dependencies needed)
I started to write some code for a small 3D environment. This week I wanted to start with my entities and when I thought about it again, I stumbled across some unmet requirements. My design works fine ...
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1answer
249 views
iOS with cocos2d to MVC or not to MVC?
I am working with cocos2d.
All my objects are declared on the CCLayer that I'm using, I have the logic of the game there and all the CCSprites.
Should I put the CCSprite for the player and all it's ...
14
votes
3answers
610 views
How to represent projectiles in video game?
I'm making a simple fixed shooter game (similar to Galaga) as part of a presentation I'm doing. I'm wondering, what strategies/data structures would people use for tracking projectiles (like lasers ...
6
votes
4answers
347 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
4answers
433 views
Inheritance Hierarchy and Design — avoiding multiple inheritance
I am working on a 3D game, and need some advice about how to best design and structure my code so that I achieve what I'm going for without using bad practices like multiple inheritance.
Basically ...
3
votes
2answers
2k views
C# Item system design approach, should I use abstract classes, interfaces or virutals?
I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of ...
3
votes
1answer
203 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 ...
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4answers
2k 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 ...
4
votes
2answers
243 views
Manage user input and diffentiate it between the player and the app
I hope the title makes sense. Basically, I am trying to figure out how the app will know I the input I am sending it is meant for the app and not the player, and vice-versa.
(It is very similar to ...
2
votes
1answer
266 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 ...
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0answers
107 views
inheritance and state machine with flyweight pattern
I everyone, i'm working on an indie game and i'm stuck with two problems
I have many similar units on screen so i decided to implement the flightWeight pattern so there is intrinsic and extrinsic ...
0
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1answer
245 views
Ideas wich design patterns apply in my school assignment [closed]
For a assignment for school i've to develop a game in Microsoft XNA 4. Let me first clear out that my intention of this post is NOT to give me codes. I want to figure out things by my self. The ...
5
votes
2answers
1k 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 ...
2
votes
1answer
264 views
What is the best design pattern to apply effects and abilities?
What would be the best design pattern to apply effects and abilities in a game. For example:
I have a unit that has base stats like attack power, defense etc. The unit can hold several items that ...
4
votes
2answers
700 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 ...
1
vote
0answers
171 views
What is the right way to use a QStateMachine for a text adventure game? [closed]
I have seen a couple topics about this already but they were a bit vague for me so I decided to make this. I'm working on a little adventure game just for fun in Qt, its basically just text on the ...
16
votes
5answers
869 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 ...
7
votes
1answer
511 views
Rule / validation design pattern
What design patterns can be used to create a rule / validation system for a game like chess (this is just a simple example, the actual game needs more difficult sets of rules)
I've read several ...
13
votes
2answers
1k views
Design of a turn-based game where actions have side-effects
I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
4
votes
2answers
508 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 ...
6
votes
4answers
2k 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 ...
8
votes
3answers
274 views
How to have operations with character/items in binary with concrete operations?
I have the next problem.
A item can have a lot of states:
NORMAL = 0000000
DRY = 0000001
HOT = 0000010
BURNING = 0000100
WET = 0001000
COLD = 0010000
FROZEN = 0100000
POISONED= ...
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1answer
220 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 ...
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votes
3answers
262 views
correct pattern to handle a lot of entities in a game
In my game I usually have every NPC / items etc being derived from a base class "entity".
Then they all basically have a virtual method called "update" that I would class for each entity in my game at ...
1
vote
1answer
125 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 ...