The practice of designing and developing software; essentially, applying engineering to software.
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2answers
2k views
What do gameplay programmers do? [duplicate]
Game development has lots of fronts... gameplay, physics, graphics, etc. and whenever I look up the answer for this question it's always something vague like: "extended knowledge of c++, c# or ...
7
votes
4answers
1k views
Is requirements analysis useful in game development?
I'm a software engineering student with a game development focus. How big of a part does requirement analysis play in game development?
I'm asking because I'm trying to decide whether to take a class ...
6
votes
2answers
398 views
Software engineering theory for hobbyist developers
In playing around with my hobby projects in various object oriented languages, I have realized that creating good class structure and program architecture is both crucial and not straightforward to ...
5
votes
5answers
695 views
Is game software design the same as non-game software design?
Is the software design process for a game similar to a non-game?
Do developers create UML diagrams?
I ask because of the iterative nature of game development, I wonder if creating a UML diagram would ...
2
votes
2answers
310 views
What are the advantages of having component logic in a “system” versus the component itself?
For the past few days I've been trying to make my first game. I did some research on usual development practices and patterns and I settled on a composition system where the different components ...
2
votes
3answers
623 views
Whats an elegant implementation for 2D collision detection in a block based game?
to make things clear, i do not want to know HOW to implement collision detection mathematically. What i am looking for is an elegant way to check for collisions without having to manage seperate lists ...
1
vote
1answer
79 views
Swapping function definitions at runtime
I am developing an cross-platform game-engine with a friend using C++, OpenGL ( 2 + 4 ) and some other Low Level API provided by the platform. So far we've finished window initalisation and some ...
1
vote
2answers
208 views
Is video compositing feasible?
I've been considering the idea of a game client that acted as a video compositor, only drawing, by itself, the terrain, the characters... deferring other graphic elements to separate processes. For ...
0
votes
1answer
335 views
How or why are major video games programmed so reliably? [closed]
It seems like every five minutes, you come across yet another installer which fails to install certain components, another .NET application that throws up an unhandled or semi-unhandled error message, ...
0
votes
3answers
368 views
Central renderer for a given scene
When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered.
If I have a ...
0
votes
1answer
185 views
Choosing where to put engine elements
I'm working on a few features of a strategy engine I'm making. I'm trying to figure out the best spots to separate the components as either option will provide the same amount of coupling with the ...
0
votes
0answers
14 views
Does decoupling the game director from a level controller make any sense?
In the past when I wrote software, I didn't respect basic object oriented design principles and software engineering ideologies. This has bit me in the rear end so many times whenever I tried to look ...