Object-oriented programming. A paradigm using objects (instances of a class consisting of properties and methods) to design games. Techniques may include data abstraction, encapsulation, messaging, modularity, polymorphism, and inheritance.
3
votes
1answer
268 views
How should my game characters store their abilities/spells?
I'm new to game development and a bit confused about how to effectively store an object's access to certain spells/abilities.
The player and mob objects are all generated from the same class. ...
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vote
2answers
291 views
Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?
In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop.
The code to update the ...
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votes
3answers
556 views
How to handle collisions without ugly conditionals and type checking?
(I asked a similar question, but this one is far more specific).
How can I handle collisions without having to do a lot of type checking and if statements?
People here suggested that when spotting a ...
0
votes
1answer
785 views
Superclassing RPG Game Entities [closed]
I am in the design process of an RPG game and I have no experience at all in game dev.
This question is about how I should approach entity management using OOP classes.
My train of thought is as ...
0
votes
1answer
332 views
Structuring various game states and unique levels
I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
2
votes
1answer
455 views
Architecture to draw many different objects in OpenGL
I have some objects that I want to draw. I am not sure how I can create my architecture in a way where I can draw everything as fast as possible.
As example:
class MyObject
{
float[] vertices;
...