Game engines are a collection of libraries and tools that provide a framework to create games.
-1
votes
0answers
52 views
Research - Game Engine spread over the two past decades [on hold]
I'm doing research for one of my university courses. I'm trying to collect an estimate of game engine spread in the game dev community over the past two decades.
My timeline starts with the first ...
0
votes
1answer
35 views
How should I setup my game engines classes? [on hold]
Note, this could already exist here, however I wasn't sure what to google on, and the googles I did gave me no good results, not sure if this is opinion based either.
As the title says I would like ...
0
votes
0answers
35 views
Merge static libraries into my game engine library [closed]
I'm tyring to set up a custom C++ game engine library that I can use for future games.
I wanted to include multiple third party libraries (such as box2d, SFML, SFMGUI) to implement rudimental ...
1
vote
0answers
26 views
Android based game for motion detection and server-side counterpart [closed]
I am starting to work on a small game for trial purposes. There is information I am missing and I thought I would get some good suggestions.
The game :
A simple prototype to test how we can control ...
-2
votes
0answers
59 views
Question about game engine architecture [closed]
So, i've recently been writing on my own small little game engine/library again, after a few other attempts that just sort-of died because i noticed problems in them that i didn't bother to fix. This ...
-3
votes
0answers
58 views
Engine or no engine? [closed]
Shall I create a engine and then make my games based on the engine or should I make my games with no pre-made engines made by myself and make the game loop and etc. for each new small game I make?
0
votes
1answer
34 views
Render terrains depending of the player position (Chunks)
Well, I have an array with all the terrains. How do I render them? I just add them to a List of terrains that are sent to the Renderer. There, every terrain of the list is rendered.
The problem is ...
0
votes
0answers
33 views
Why would somebody want to turn off v-sync? [duplicate]
From this recent article about technical limitations of UWP, I've found inability to turn off v-sync listed as a negative point.
I understand lowering graphics settings like texture quality, various ...
24
votes
6answers
5k views
Is there a reason to add options to not use advanced game technologies in a game engine/library?
I have been developing a game engine, and have been discovering and reading up on game technologies such as anisotropic filtering, ambient occlusion, anti-aliasing, etc.
Usually in games, you can ...
1
vote
1answer
45 views
Managing game states (states flow, controlling the state machine…)
I am currently struggling really bad to make the game states management. Before we dig into the problem, I must point out that I do know about state machines, I do have both implemented (states and ...
2
votes
1answer
99 views
What is the advantage of pixel coordinates for a 2d game?
From the Godot feature list:
Work in pixels as your units, but scale to any screen size and ratio.
And reading the documentation they also use pixel coordinates to update the position of objects ...
-1
votes
0answers
57 views
C# / XNA / MonoGame Autotiling
Good day, been a while since I've been here. I'm busy testing out procedural generation for a project and thankfully got it working. Now I'm trying to implement an auto tiling system which uses ...
0
votes
1answer
57 views
Libgdx Fine Tune Megaman Movement
With help from my last question, I was able to fix the issue of having a stuttering effect if you keep hitting jump, while jumping.
I believe I have managed to match moving on the X axis and the ...
3
votes
1answer
120 views
What language do you program in Lumberyard?
I've looked through the FAQ on amazons site and all they mention is C++/Lua for the web service stuff. Can i assume it's C++ for the game content itself or something else (the visual script editor ...
1
vote
1answer
32 views
AntTweakBar doesn't register SFML mouse events
I'm trying to add GUI for easier level editing in our game engine. We're using SFML for all the basic stuff (window management, input events etc). I've chosen AntTweakBar because it is a well known ...
0
votes
0answers
44 views
What is the best way to represent a large field of objects while using minimal resources?
I have recently started to plan a project in Unity that will be for android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will ...
5
votes
3answers
179 views
How to handle GameObjects that have been destroyed but are still held by others?
I'm developing my own game engine in C++ as a learning exercise. I have employed a fairly standard method of handling destroyed GameObjects:
Mark them as destroyed
Have the scene delete destroyed ...
1
vote
1answer
76 views
Coordinate system for a strategy game
I am working on a personal project of developing a simple 3D strategy game. I am working on my own game engine (let's assume that I have to have my own) and I have one theoretical question. How to ...
1
vote
2answers
114 views
Simple UI components in a game
How are simple UI inputs typically handled in 2D mobile games? For example, text input boxes and keyboards. It seems that many game engines do always have simple UI components. There are obvious ...
5
votes
2answers
121 views
Decoupling input from game states / entity behavior
I'm looking for a way or general best practice advices for decoupling the architecture of my game, in the example below the input from the current game state workflow / entity behavior. While I'm all ...
-1
votes
1answer
47 views
Unity3D 5 Personal? [duplicate]
I want to make a game in Unity3D and I am planning to launch it to Android using the free license. However, if the game becomes a huge success and earns more than $100k, does (a) unity take the money ...
1
vote
1answer
42 views
Quaternion Types in Game Engine
I've recently been coding a quaternion class for my game engine and have run into a problem. Firstly, should I be using unit quaternions for my engine? Secondly, should I have the functions ...
2
votes
1answer
205 views
Should I implement Entity Component System in all my projects?
I'm not here to ask for any specific code implementation, I'm here just to make my ideas clearer. But let me explain the situation:
I have already developed some little and amatorial game projects ...
5
votes
1answer
134 views
How to detect collision only in non-transparent texture?
I am developing a game using libgdx. I am trying to detect the collision between bee and tube. I am using the following code to detect the collision.
if(player.getBounds().overlaps(boundsBot)){
}
...
4
votes
2answers
257 views
Complex system-component dependencies in entity-component system?
I am trying to design a typical (data-oriented) ECS engine. The issue I am struggling with is that my rendering system have to rely on two different sets of entities to actually do rendering.
My ...
0
votes
3answers
118 views
Alternative to entity system in a game engine? [closed]
I have been developing a game engine. I was wondering what I should use for a component system. I've read up on entity component systems, but what other alternatives are there? The idea of searching ...
0
votes
1answer
85 views
Why is the alpha value of a Sprite in LibGdx 0.99607843 and not 1?
I'm developing a game in LibGDX and one of my problems is related to the alpha value of a Sprite object.
If I create a new Sprite sprite object then sprite.getColor().a is equal to 0.99607843 and not ...
-1
votes
1answer
45 views
How are pocket dimensions created in multiplayer games? (programming aspect) [closed]
How do multiplayer games deal with multiple instances/dungeons/regions? I'm familiar with server clustering which is what larger games use such as Eve and World of Warcraft.
How do games such as ...
0
votes
1answer
70 views
Organizing Setup(), Update() and Draw() function in a game engine
I'm creating my first game engine and I want help with organizing the Setup(), Update() and Draw() functions in the correct way.
Here is how my main() function looks like
/* BEGIN main() Function */
...
3
votes
3answers
188 views
Using two languages in a game engine?
I'm thinking about making a game engine as a learning project.
I know Java the best and I figure most of the code is not going to be running that much of the time, (20/80 rule) so why not write most ...
1
vote
1answer
112 views
Want to create live-voice chat between players either in unity or unreal engine [closed]
I would like to create a real-time voice chat in either in unreal or unity between the players.I would like to associate and apply this voice-chat depend on username. I am saying "or" for the ...
2
votes
1answer
61 views
How to store renderer vertex / index data in scene graph objects?
I have a SceneNode class which contains a Mesh instance. The Mesh class stores client side information such as vertex and index arrays (before they're uploaded to the GPU). I also have an abstracted ...
2
votes
1answer
40 views
Unreal Engine Player Quality
I had to force Unreal to use my integrated graphics card because VR wasn't working with my NVidia card.
When I did this, the framerate dropped terribly and it popped up a dialogue "Frame rate's bad, ...
0
votes
0answers
23 views
How to parse a and displat TMX map object in SDL using tmxparser ?/How to make a platform game using tiled editor and SDL?
I am newbie in this field getting too much trouble in simple platform game for one of my project module if you guys could help or share some code. This is what I have done till now.
I could parse a ...
-1
votes
1answer
51 views
Why not draw a custom font with lines and/or polygons?
Reasons/advantages I see:
More flexible procedural animation.
Completely custom font.
Performance (no texturing or high-poly)?
No assets (unless data-driven).
Multi-resolution compared to sprite ...
3
votes
1answer
66 views
Ideal draw order - sort primarily by distance or material?
When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising.
The first is to batch draw calls by their material. This minimises shader changes ...
4
votes
2answers
49 views
Threading/Streaming files while rendering the scene
I am writing a game engine and am trying to wrap my head around data streaming while rendering. What I mean by this is being able to load resources (however slow it may be) while rendering and not ...
-4
votes
2answers
109 views
The Power of 2D Engines vs Modern 3D Games [closed]
I'm toying around a lot with Game Maker. I really like it. GML is very simple and with its nearly object oriented design you could create anything in 2D you can think of.
However there is a limit. ...
16
votes
6answers
4k views
How do I correctly use singletons in C++ engine programming?
I know singletons are bad, my old game engine used a singleton 'Game' object that handles everything from holding all data to the actual game loop. Now I'm making a new one.
The problem is, to draw ...
3
votes
3answers
203 views
How do you apply relativistic physics to a 4x strategy game?
I had the big idea of trying to create a hard science fiction 4x strategy game (with the obvious space setting), which is supposed to simulate a realistic way of creating interstellar societies while ...
0
votes
0answers
39 views
Stencil buffer confuse
I was trying to make two object outline. One would color the object with orange and other with green. I just wanna know if is it possible to have two object outline at the same time because every time ...
16
votes
2answers
2k views
Can I embed a game in a Pdf Resume?
I was thinking how it could be cool to have an interactive game on resume. (Obviously the digital version, not paper version.)
For the sake of this question and scope of this site, let's ignore ...
-1
votes
2answers
102 views
How to model an Attack( ) action? How to model combat? In general, how objects communicate?
I never understood how would you elegantly describe two people talking in OO. I think this question extends to how similar objects communicate in general. I am designing a game now and Units have to ...
0
votes
2answers
100 views
Connect phone to computer? [closed]
In order to test out my game, I need to use my real life device. The problem is, android studio isn't recognizing my device plugged in:
The problem: My device isn't getting detected in android studio
...
2
votes
2answers
67 views
LUA form/scene loading
At the moment, I'm working on a small game project using LUA and the love2d framework. Using this framework, I've made my own assets (i.e. button images, form images, etc), and using these assets I've ...
2
votes
1answer
37 views
Draw lines in game scene [closed]
I want to do game for Android that allows draw lines. These lines should be physic object at the same time.
I am good at Unity3D and I tried in Unity3D. But it is not supported.
What engine should I ...
-1
votes
1answer
47 views
Manager Game Logic [closed]
I'm currently trying to figure out a way where I can achieve the following;
Pre-Calculate the game - This will predetermine any event / interaction between the players.
Simulate the calculation - ...
0
votes
1answer
53 views
How to avoid mouse click over the trigger object?
I'm detecting the mouse clicks if the click is happened over the collider but i dont't want to fire mouse click if it is on the trigger object. How to i do this. Anyone give me a suggestion.
Thank ...
-2
votes
1answer
68 views
DirectX is difficult sometimes [closed]
I recently started DirectX 11. Sometimes I can't get my head around it.
First of all what are COM objects and why we do have to release them?
I have done most of initialization, but I am stuck in ...
2
votes
0answers
64 views
What is the best abilities modding system that you encounter in games? [closed]
I'm thinking about designing an abilities system (as in a moba game).
Most important goal is to be able to easily create new abilities in the editor, with a low learning curve (ultimate goal: simple ...