Tagged Questions
1
vote
1answer
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 ...
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 ...
0
votes
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 ...
1
vote
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 ...
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 ...
16
votes
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 ...
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 ...
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 ...
1
vote
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
1
vote
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 ...
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 ...
1
vote
2answers
1k 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
256 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
309 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 ...
3
votes
2answers
629 views
Design pattern for creating multiple enemies
I'm currently attempting to implement a factory method pattern for creating multiple different enemies after loading data from a file. But I'm having second thoughts on what would be the best design ...
6
votes
1answer
186 views
Applicability of Business Architectures in XNA 4
I've done a lot of C# programming and the architecture we use of late is a MVC => PresentationService => Domain Service And/OR DataService => Repository with a UnitOfWork and a messaging bus. In web ...
3
votes
0answers
518 views
Any recommended books/resources on component-based design? [closed]
I come from a background with heavy use of the classical object-oriented paradigm for software development.
The company I am a part of switched to Unity not too long ago, and we're all very excited ...
0
votes
4answers
713 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 ...
1
vote
1answer
259 views
Unit selection - logic & screen communication
I'm building a game using SFML, with disconnected logic & screen systems that run on different threads and communicate through synchronised buffers. Now, this system worked perfectly well when I ...
35
votes
5answers
3k 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 ...
3
votes
1answer
177 views
Using allocators for different systems
I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
2
votes
4answers
907 views
Templates and game consoles
I have overhead in several times that templates should not be used on video game consoles, however, I never heard why or understood why. Why shouldn't templates be used on video game consoles, and if ...
10
votes
3answers
3k views
Custom allocators used in game development
I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
7
votes
3answers
443 views
Profiling and containing memory per system
I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
17
votes
4answers
3k views
“The Game Object” - and component-based design
I've been working on some hobby projects the last 3-4 years. Just simple 2d and 3d games. But lately I have started a bigger project. Soo in the last couple of months I've been trying to design a game ...
2
votes
1answer
663 views
What threading strategy does a game like Transport Tycoon use?
Transport Tycoon is a simulation game where you control a transport company, place railroad tracks and trains, airports, bus depots, boats etc. Now the game is about 15 years old and I remember ...
3
votes
2answers
362 views
How can I improve this architecture?
In a roguelike I'm developing in Ruby, I started with a traditional object hierarchy where all game logic relevant to creatures were contained in the Creature class. Movement logic, for example:
...
13
votes
6answers
4k views
Game Components, Game Managers and Object Properties
I'm trying to get my head around component based entity design.
My first step was to create various components that could be added to an object. For every component type i had a manager, which would ...
7
votes
2answers
844 views
Is Domain Driven Design good for games?
I've just read about Domain models and it enlightened me since I've been developing a game that has a class which only holds data (few behaviors/methods). I assigned the job of handling these classes ...
19
votes
2answers
1k views
If “ResourceManager” classes are considered bad, what are the alternatives?
I'm hearing conflicting opinions such as:
"Dedicated Manager classes are almost never the right engineering tool"
"Dedicated Manager classes are (currently) the best way to survive a large project ...
9
votes
2answers
528 views
Correct way to abstract an XBox Controller
I've got a XBox360 controller which I'd like to use as input for an application.
What I can't work out is the best-practice way to expose this via an interface.
Behind the scenes, the class which ...
1
vote
2answers
495 views
3D game: is a spatial index necessary?
I'm working on a 3D space simulation game in C++.
I've read that in many cases games use spatial indexing (hashing) that allows to quickly detect collisions, find out what entities to draw and so ...
4
votes
3answers
641 views
Designing the main classes in a solar system simulation game in C++
If this is not the right place for this question, could you please direct me to a more suitable site/forum?
I'm a beginner in game development (and in the use of this site). I've worked with C++ only ...
2
votes
3answers
640 views
Design pattern on class level, how to do separation of concerns through mvc or alike?
Say i had a Monster class
public class Monster {
}
Now this class has a set of properties like
int health
int speed
int weaponDamage
which details the core information about the monster.
in ...
13
votes
3answers
1k views
Avoiding singleton pattern for Event Scheduler?
I want to make an Event scheduler for my Game, I basically want to be able to schedule the triggering of a Game Event. This can be a one time trigger, or a periodic trigger (trigger event ...
11
votes
3answers
681 views
I want to get rid of my make-everything-static-and-global design pattern, but how?
I'm making a little dungeon crawler in space, and I'd like to hear some advice on how to make the backend of the engine nicer. Basically, currently everything is based on a crapload of managers:
...
6
votes
3answers
562 views
Trophies programming design pattern
What design pattern is best for implementing trophies in a game? I am not a games developer, but is it easy for each player's action to check and update conditions that satisfy 50-100 trophies at any ...
-4
votes
2answers
765 views
Is this design a service locator design pattern?
I was reading what a service locator pattern is from this article, and now I'm just wondering if I merge service and locator classes is it still a service locator pattern or not? And if not, do you ...
6
votes
4answers
1k views
MVC or Components, or both?
I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
4
votes
0answers
535 views
MVC? patterns for game development? [duplicate]
Possible Duplicate:
MVC-like compartmentalization in games?
I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct ...
9
votes
3answers
2k views
Creating Entity as an aggregation
I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
The ultimate concept ...
7
votes
4answers
4k views
Per-Frame Function Calls versus Event Driven Messaging in Game Design
The traditional game design, as I know it, uses polymorphism and virtual functions to update game objects states. In other words, the same set of virtual functions are called in regular(ex: per-frame) ...
0
votes
1answer
2k views
Where can I learn 2D game architecture [duplicate]
Possible Duplicate:
Good resources for learning about game architecture?
I know that game architecture can vary greatly, especially with the type of game being built, but I know that there ...
9
votes
3answers
655 views
What pattern is this, and should I do it?
I'm making a game in as3 using flash develop and flash cs5. Everything is object oriented. I was wondering, should I have one "gateway" class that has a property-reference to all instantiations of ...