Game engines are a collection of libraries and tools that provide a framework to create games.
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24 views
Minimalistic and fast C++ based game engines with free commercial use? [on hold]
I've come across so many game engines all claiming they're good and I've tested a lot and they all have some flaw like they're slow, they make too many assumptions, they can't be used commerciallym ...
-4
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0answers
28 views
A free “maker” engine to create and export commercial Android games? [on hold]
I need a free "maker-like" engine that can easily export Android games. I mean ready-to-store and with no costs.
Unity and GM Studio Android exporting versions are paid, right? So, whats the best ...
-1
votes
0answers
22 views
Whats the best program to make a 16-Bit game? [closed]
I wish to make a retro 2.5D 16-bit game; I have everything planned out, I just would like to know the best program to do so. I do have programming experience as a Web Designer.
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0answers
33 views
Javascript Game Engine for Isometric “Final Fantasy Tactics” like game [on hold]
I want to start developing a game and i have been doing some research these days to know how to start.
The base idea is to build a game with a Final Fantasy Tactics style (isometric, turn based), i ...
4
votes
2answers
110 views
Which parts of game should belong to engine and which should belong to scripts?
Often, the game is splitted into engine code (i.e. C++) and scripts (i.e. Lua).
The question is which parts / modules of game code should typically belong to engine, and wchich should belong ...
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1answer
31 views
I want to design a scoring system calculating coins, stars and lives, (50%/ 30% / 20% ) [on hold]
the player has to collect coins to clear levels. he has to collect stars to unlock collectibles. collection of coins lead to purchase of lives. Hence the importance to lives.
(50, 30, 20)
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votes
1answer
57 views
How to wrap textures inside shader GLSL
I'm trying out GLSL and one of the problems I'm facing is wrapping a random texture sampler in the shader. Searching for answers on the web first, this leads me to using these commands:
...
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1answer
44 views
Rectangle moves faster to the left than to the right
I am using Slick2d to create a top-down game, however an rectangle than I am drawing to the display is moving faster to the left than to the right, and faster up than down.
I am updating frames like ...
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0answers
7 views
In-app update, live update, hotfix for mobile game
I'm researching how to make an in app update on mobile game.
When there is a hotfix, or an update, users don't have to go to Playstore, or App store to update but update inside the game. (E.g. Clash ...
4
votes
1answer
137 views
How can I show slow motion?
In my very, very simple 2D game I'm working on, I'd like there to be moments of slo-mo.
What is the best method of showing the player that the game is currently in slow-motion? As in, what is the ...
1
vote
3answers
66 views
When should we save our game data?(Before quit game or just when some data changed?)
For standalone game, what's the best time to save game data, such as player's coin, player's level, skill data and so on.
Save data before we quit game.So we just save data to file just one time, ...
3
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1answer
71 views
How do engines that can be scripted with a different language than the engine work?
So there are some engines that can be scripted with different languages than of what the engine itself is written with. How does this work?
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0answers
26 views
How to add 3D Sprite on tmx file background using Cocos-2dx?
We have been working on sample game, wherein we want to show 3D sprite on .tmx file(background). But 3D sprite is never shown up, though we tried setting tileMap->setGlobalZOrder(-1).
Following is ...
1
vote
1answer
97 views
Setting up an efficient OpenGL rendering loop
This is the code that I use to setup my shader
char* vertexShaderSource = getResource("vert.shad");
char* fragmentShaderSource = getResource("frag.shad");
vshad = readFile(vertexShaderSource);
fshad ...
1
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0answers
63 views
Learning Curve of GameMaker and its limits [closed]
I am a Data Scientist and the last couple of years, I work also as a Game Designer (not Game Development). I have not thought to create a game by myself, up to now.
As a DS, I know programming, but I ...
2
votes
1answer
80 views
May I distribute a game engine that is based on textbook examples?
I have purchased several game programming books to start my journey as a game developer. One of them teaches its readers by building a game engine's parts in each chapter until finally you have a ...
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2answers
76 views
Resource management questions
Say I have this Cache<typename Resource> class template, which is a resource cache that contains an std::map<std::string, Resource>, mapping strings to resources.
I can many different ...
1
vote
1answer
45 views
Dynamic objects in voxel engine
I am writing my own voxel engine based on cubes of different sizes and properties.
In order to store and efficiently use voxels I implemented Sparse Voxel Octree storage. But I plan to have many ...
2
votes
2answers
101 views
why is my enemy AI is on air while moving?
In Unity3D I have created an enemy AI and applied a script for it to move and chase the player. But when moving, the enemy hovers in the air. My character also does not have rigidbody and he just has ...
0
votes
1answer
71 views
How to manage a vector of “Component” base class?
I'm trying to implement a component based design for a game i'm making. I decided to write it in c++ but i'm not very good at it. Coming from a java background I encountered a problem when trying to ...
0
votes
4answers
102 views
Implementation of collision in 2D platformer (C++)
My collision system for my game currently works fine, it lets me test a collision with an entity or specified rectangle... but that's not enough. I used to use GameMaker and it had collision events in ...
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0answers
45 views
How do I implement a sparse voxel octree?
I've been working on a voxel engine and I want to implement sparse voxel storage. As I understand it, it works a bit differently from a regular octree and has some neat performance increasing ...
0
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2answers
68 views
Getting if a key was released/pressed this frame (C++/SDL2)
Getting if a key is currently down is easy. Just return keys[scancode]:
switch (ev.type) {
case SDL_KEYDOWN:
keys[ev.key.keysym.scancode] = true;
break;
case SDL_KEYUP:
...
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0answers
27 views
Predict ball movement after Collision in Pool Game?
Im trying to draw lines that predict the movement after the colliosn of 2 balls in a pool game.
How do I do that?
I heard it can be done via Raycasts, but how do I draw a line?
Any tutorials, ...
0
votes
1answer
53 views
Move Ball to clicked direction
I have a ball as a sphere in my game and Im viewing it from top down view (birdseye).
The ball is a rigid body.
I want to achieve when I click somewhere on the screen, that the ball moves toward ...
1
vote
1answer
67 views
Need help with creating a stun gun. (Unreal Script)
I am fairly new to the programming world. I am currently at College and one of the tasks I need to do is create a "stun gun" or "freeze gun". Basically when you shoot a target (other player) i want it ...
1
vote
2answers
93 views
How to seprate the game from the game engine (specifically the game loop), into seprate projects?
I am trying to separate my game from game engine both written in Java. Currently they are in two separate packages but I would like to separate them into different projects.
A main method in Project ...
3
votes
1answer
254 views
Swapping graphics engines
Is it possible, or even feasible, to have graphics engine completely decoupled from game logic?
Why I ask is because I want to start working on a game (I'm a complete beginner in game development, ...
1
vote
2answers
51 views
Runtime Error dealing with SDL_Events
I do not know if this is the best way to handle these SDL_Events, but I am attempting to create a very abstract and generic code that will update my Game Object. Basicly I have a Scene which in my ...
2
votes
2answers
183 views
How to manage state in a component-based game engine?
I'm working on a small, data-driven game engine with some friends.
We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the ...
0
votes
3answers
115 views
Grid Programming: Selecting a tile returns a negative coordinates
Let me explain what I am doing here. I created a class template named as PlayField where T is the type of the GridObject. I wrote this class using Cocos2dx.
The point of this class is to make it easy ...
2
votes
3answers
150 views
How do game engines mitigate CPU cost for many trigger zones & entities? [closed]
It's a rather simple question, but a somewhat fundamental in computing in general.
Let's say we have a player controlled character in an open world. The world is large. In this game-world we have a ...
0
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2answers
101 views
Game engine openGL operations scheduling
I'm making a custom engine and after much research, i realized that the state changes and the vertex or texture data loadings to VRAM are the most slow operations.
So I want to optimize it making a ...
2
votes
0answers
91 views
Creating Scenes Programmatically From A Deployed Build in Unity
This is somewhat of an extension to this question:
http://answers.unity3d.com/questions/513801/programatically-creating-entire-unity-games.html
I have a client who would like to create an entire game ...
2
votes
0answers
43 views
Opengl Skybox Texturing Error
I'm using cubemaps to render a skybox in my game. Thinking this would be a simple task I threw some stuff together using the tutorials I found online, particularly this. Taking all of this together, ...
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0answers
49 views
When does data move from the system memory to the GPU memory? [closed]
I am starting off with a basic idea. My understanding is when a game loads, the assets are loaded into the system memory, images, sounds, maps etc.
So say you have an open world game, AFAIK, the ...
-2
votes
1answer
74 views
Libgdx array of Vector2 closest point
I have an array of objects. Their position is a Vector2 (x, y). I want to select the closest object, given a (x, y) coordinate (that represents an user touch on screen). Searching on web I found a few ...
0
votes
2answers
66 views
Is Global location using OpenGL bound by the shader?
I have recently started writing a game engine in C++ with OpenGL and using some tutorials online. So far from what I have seen, shaders are the way to manipulate an object's position in worldspace. Is ...
1
vote
0answers
69 views
UE4 or Cryengine for large forest wilderness open map? [closed]
I want to create a survival game FPS with large forest wilderness in an open map fashion. What engine should I choose and what tools do I pick for modelling and such?
1
vote
2answers
91 views
Is it possible to run GLFW eventhough my graphic card(Nvidia) supports Direct3d API? [closed]
I have Nvidia 820M GPU installed in my windows 7 machine. In nvidia control panel it is showing it supports Direct3d API version 11. Am I able to run OpenGL applications(using GLUT,GLFW) on my machine ...
0
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0answers
53 views
Directx 9 Obj Model
There's is a error with my obj load/render that I can't solve
I'm a newbie in directx 9, I'm trying to do this in the best way
The model is not displayed properly, do not know if this correct model ...
1
vote
2answers
77 views
Updating children nodes in a game engine
I am writing my own small game engine (thin layer based on SDL2) in C++. My base class is Node (contains information on an entity's position, scale, rotation, etc.), And I've got two special ...
2
votes
2answers
201 views
How does a loop work in game engines? [duplicate]
Recently I started working on a game with the spritekit engine. My question is not about spritekit in specific though, but generally about game engines.
When I write a loop and run it (eg while i ...
0
votes
1answer
60 views
What type of loop code on game engines? [duplicate]
Recently I worked on a game on Spritekit Engine. My question is not about spritekit, but generaly about game engines.
When I write a loop code and run it (eg while i< 100000) my CPU usage goes to ...
1
vote
1answer
228 views
Does game engines (like Unreal, Unity, Crafty) add value compared to pure js frameworks (react, ember..) for my isometric tile-based games [closed]
I'd like to create a huge tile-based board (say 100K tile). The game does not have any advanced graphics (you don't see the players or landscapes), the main difficulty is that it has 100K tiles to ...
3
votes
3answers
1k views
How common are game engine bugs, and can I claim damages for them? [closed]
Are game engine bugs (in popular ones like Unreal and Unity, not some unknown ones) common? I know engines like Unreal, Source and Unity3D are well tested and maintained, but, for example, is there ...
1
vote
0answers
133 views
Is there any popular AI game engine? [closed]
Is there any sophisticated game AI engine that can save time on AI implimentation and provides strong and clever AI? The game genre is strategy, so AI should be strong. The game in some aspects is ...
0
votes
1answer
53 views
Selecting minimum GPU requirements for a video game a couple years out
How does one go about determining a good minimum GPU requirement for a game that development is starting on that will be published in approximately 2 years. On one hand you want as many people as ...
6
votes
2answers
338 views
Does SpriteKit follow the MVC pattern?
I am currently working on an iOS project called Old Frank that I have been trying to follow a MVC design pattern.
The gist of it is.
GameObjects(model) <- Scene(controller) -> Sprites "SpriteKit" ...
1
vote
0answers
62 views
Proper joystick input processing
Take for example, the Xbox One controller. XInput returns joystick input along 2 axis (x & y). I'm not sure if the hardware just measures voltage across 2 axis or not, I'm not very knowledgeable ...