Game engines are a collection of libraries and tools that provide a framework to create games.
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8 views
General Interest: What caused geometry to fiddle in Tomb Raider 1 on PS1? [on hold]
I've always been curious with the fact that in the TR1 engine they had a clear problem with either the geometry slightly fiddling around on PS1 or something wrong with the texture mapping making it ...
0
votes
0answers
9 views
Spritekit advantages / disadvantages over non-native game engines? [on hold]
What are the advantages / disadvantages of Spritekit compared to that of non-native cross platform engines?
0
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0answers
21 views
Most powerful current cross platform 2D Game Engine? [on hold]
Which is currently the most powerful third-party cross platform iOS/Android 2D Game Engine irrespective of cost? Physics are particularly important.
0
votes
1answer
32 views
My Sprite is disappearing when it collides with my floor (libGDX)
I am just starting to build the game "engine" and I am using a sprite drawn in the same position as a rectangle and the two always move together. I have another rectangle which is the floor when the ...
0
votes
0answers
25 views
Looking for a geolocation game engine [on hold]
Please bare with me. I am a developer, and I know a fair bit about 3D, but I am a novice when it comes to games, so I might not always be using the right terminology.
I am looking for an open-source ...
2
votes
0answers
46 views
World scene graph questions
I am going through the process of rethinking my current game engine's design. And I'd like to ask about some information from other's experiences about scene graph. Before we begin, this graph is in ...
-2
votes
0answers
54 views
Why modern game engine is mostly genre oriented? [closed]
Genre oriented is like sandbox, racing, sports, 2D platformer and many more..I know there are general game engine out there, for example Unity3d, but why genre oriented game engine like CryEngine only ...
-1
votes
0answers
11 views
Unreal engine 4 character dont show up after packaging [closed]
I am using unreal engine 4, when i play the game in the editor it works just fine but after packaging character would not show up not sure whats going on
thank you
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0answers
76 views
What is a good way of handling shaders?
I'm currently reading this book and are at the chapter about the rendering subsystem of a game engine.
Now, the book suggests that a material is a structure that provides information on how to shade ...
14
votes
3answers
2k views
Separating Game Engine from game code in similar games, with versioning
I have a finished game, that I want to decline in other versions. These would be similar games, with more or less the same kind of design, but not always, basically things might change, sometimes ...
4
votes
1answer
86 views
Is locking required to implement a seperate rendering thread?
I kept reading a lot about this, but still not sure about a proper way to implement an independent render thread (variable timestep) running parallel to a physics thread (smaller, fixed timestep).
...
0
votes
1answer
74 views
Car Game: Engine and Gearbox calculations?
I am making a racing game inside of Blender Game Engine.
You can see the latest video here to get the impression of what type of game it is:
https://www.youtube.com/watch?v=0i3m-xXtnhc
What I want to ...
0
votes
0answers
41 views
Java 3D collision detection with JBullet
So I have spent a long time trying to work on a collision detection system from scratch for own game engine and came up fruitless due to lack of time. Finally I decided to try to use Jbullet to try to ...
6
votes
3answers
164 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 ...
0
votes
1answer
65 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:
...
0
votes
1answer
50 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 ...
0
votes
0answers
12 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
153 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
75 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
votes
1answer
80 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?
1
vote
0answers
36 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
105 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
vote
0answers
76 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
84 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 ...
0
votes
2answers
78 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
52 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
111 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
91 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
133 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 ...
1
vote
0answers
54 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
votes
2answers
74 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:
...
0
votes
0answers
32 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 ...
2
votes
1answer
82 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
94 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
256 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
52 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
223 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
121 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
152 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
votes
2answers
106 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
96 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
44 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, ...
1
vote
0answers
52 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
79 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
67 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
74 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
94 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
votes
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 ...