Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.
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36 views
Elegant ways to handle rendering with DirectX 11
I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects.
Lots of game development guides talk about how to handle the game objects themselves, ...
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0answers
29 views
Design pattern to handle Direct3D COM object initialization and usage [on hold]
I'm looking for a design pattern that will handle Direct3D efficiently and gracefully. Am I on the right track or does anyone have any other suggestions
Making the assumption that the class referred ...
20
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3answers
2k views
Command Ordering Architecture of Dwarf Fortress
What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
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1answer
71 views
Game Level Design for Game Like Candy Crush [closed]
I am newbie to Game Design, My Project involves Game level Design for a casual game similar to Candy Crush Saga, I Would like to request to Expert to help me sort out following things:
How many ...
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1answer
30 views
Application components dependancy and decoupling
In my client application I have two major components:
GameCore - wrapper that handles everything about running the actual game
NetworkClient - A layer that takes care of ...
2
votes
1answer
72 views
Design pattern for level editor modes?
In a level editor that supports multiple editing modes, written in an oop language, how would you go about switching from mode to mode, considering that data itself remains the same?
I am using a MVC ...
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2answers
91 views
Do I really need a render() method in the game loop if the view subscribes to the models?
For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
4
votes
3answers
155 views
Decoupling AI from game logic
Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
1
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1answer
84 views
Handling creation of entities on level creation
I'm currently working on a 2d physics based plat former, kinda in the style of super meat boy. In super meat boy, you have multiple levels and I want a similar sort of thing but is there a general way ...
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1answer
101 views
2D Collision : detection and design [duplicate]
So, listening to this very smart piece of advice, I've already completed a basic Tetris game. Moving on, I started a small breakout. But suddenly : a nightmare came. Collisions.
Since I've been ...
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0answers
49 views
Is there such thing as a design pattern for game character attributes? [duplicate]
I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example.
They player ...
2
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1answer
103 views
Is there a pattern for handling multiple game states?
I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
14
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4answers
2k views
Should a socket server and game server be separate processes?
Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
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1answer
98 views
Modeling object oriented snakes and ladders
I'm trying to create a basic clone of Snakes and Ladders using object oriented design. I'm struggling to model my objects and their relationships. For the time being I'm interested in moving players ...
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1answer
43 views
Class design for a risk-like game [closed]
I'm currently coding a AI for a risk-like game, but I'm not sure how I put even the base classes together. I've read a lot about game design patterns, entity component designs and such, but I've ...
0
votes
2answers
121 views
Avoiding singletons for puzzle system [closed]
Say for instance I have a puzzle with 3 switches that need to be in some configuration (say all on) in one room, that opens a door in another, with a load screen separating, so I can't link the ...
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1answer
116 views
Where to put graphic representation of game entity?
I am working on simple 3D version of Snake game. I created classes like snake and grid so far. My concern is, putting all render logic (draws cubes - to show snake, and lines to show the grid) in ...
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0answers
36 views
Advice for implementing gear/effects/abilities [duplicate]
I've been struggling with this for about a month now so I finally turn to the masters for advice. I'm working on a platformer/rpg game and I'm trying to implement gear/effects/abilities as the title ...
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1answer
35 views
Composition and passing pointers to parent, or work inside namespaces
My application right now has a Game class, which contains other classes that receive a Game pointer. Also these classes passes the Game* pointer to their subclasses. I do this to keep communication ...
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2answers
347 views
Entity Component System Coupling
Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems.
While I have a pretty good idea on the way the framework should ...
1
vote
1answer
195 views
How should I structure the implementation of turn-based board game rules? [closed]
I'm trying to create a turn-based strategy game on a tilemap.
I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask.
I'm struggling with the ...
5
votes
1answer
257 views
City/Nation Builder - Unlocking game elements over time
Current Git (Needs more documentation)
Current working prototype to play with (Git code is after a BIG refactor)
Background: I'm making a javascript text city/nation builder along the lines of A ...
1
vote
1answer
231 views
How should I manage states in my game?
I can't understand what design pattern I can take advantage to build an intro screen, help screen, level select screen, game screen, game over screen, altogether.
I can make one in AS3, but the code ...
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2answers
35 views
GameLogic Model as Property or Constants with lookup in other Models?
Basically imagine a game where the Player has a Weapon which has a BulletType/type of Bullet.
Now Player, Weapon and Bullet are Models having properties and they would represent Instances in the ...
7
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1answer
428 views
User vs Player Model
A lot of the online games out there have this concept of "User" or "Profile", and the concept of "Player". The "User" has username, password, lifetime stats, ... etc. The player concept is per game ...
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1answer
214 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 ...
2
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1answer
140 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?
...
6
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2answers
129 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
42 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 ...
2
votes
2answers
337 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
votes
0answers
204 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
63 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 ...
1
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1answer
192 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 ...
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2answers
447 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
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2answers
233 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
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1answer
124 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
61 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
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2answers
387 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 ...
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2answers
450 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
66 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
470 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
124 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
310 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
161 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
834 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
198 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
votes
4answers
635 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
736 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
213 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
votes
2answers
120 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 ...