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1
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1answer
112 views

How do I avoid big switches in my message system?

I've been implementing a message system for my small engine, and I have started to think about optimizing and maintaining it. Right now, my message class looks like this (at its simplest - only member ...
0
votes
0answers
37 views

Change entity's size based on health [ECS]

I'm making a kind of entity component system framework and I have a doubt: I have two components 'health_damage', 'physic' (which contains position, weight,...) and 'sprite' (position, dimensions...)....
-1
votes
2answers
78 views

How do I properly set criterias, when sending search requests in messaging system?

I'm designing a game engine in C++, and I ran into a problem with my messaging system. The "RequestData, ResultData" system is very appealing to me, because I only have to create a ResultData object, ...
1
vote
0answers
49 views

Messaging mechanism that's cheaper than std function

I'm using std::function to send messages between entities in my game. It basically looks like this: // Entity A create_message(entity_B_ID, [](Entity* entity){ entity->hp -= 25; }); // Entity B ...
0
votes
3answers
124 views

How to prevent sending semantically wrong messages in event based architecture?

I have created the following architecture in C++: ReceiveMessage has two important parameters: Scope, which defines the scope, like game object, scene or core. This determines how far the message ...
1
vote
1answer
44 views

Unity C# - moving objects and Debug.Log; show multiple messages only once (easy but stuck)

I have the following scenario: a sphere is moving towards an object it can see (a cube). The cube is moving randomly through the landscape. The sphere will keep following it. I have a script that ...
0
votes
1answer
83 views

How to pass arguments with BungeeCord/Bukkit plugin messaging

I am trying to send a plugin message from Bukkit, to BungeeCord, but can not figure out how to send arguments. Here is the code from the Bukkit plugin, which sends the message: ByteArrayDataOutput ...
0
votes
1answer
128 views

Component messaging system - using integers vs message objects

I'm currently working on a component based system for my game, and I've decided to use a messaging system to communicate between components. I've read some on the subject and it seems that most people ...
1
vote
2answers
430 views

How to design parameters for events

I'm working on the event system for my engine, and have some trouble deciding what types of parameters my events should have to be both generic and specific at the same time. I want to be able to ...
4
votes
1answer
188 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
2
votes
2answers
361 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 ...
5
votes
1answer
667 views

What are Blackboards?

I am implementing an Entity System for my game. I am aiming for a larger procedurally generated world. The world will be filled by AI entities where "on screen" and "near screen" entities will be ...
1
vote
1answer
238 views

How do I best solve multiple component modifications via a single event?

I'm trying to solve multiple component modifications via a single event. Is there a better way of handling this? I have an a label entity that cares about when a shield entity's hitpoints component ...
1
vote
1answer
511 views

Where to put my entity component messaging functionality?

I've done my research and read as many articles and posts on messaging and ECS's as I could find to help me get mine working. However, I'm at a roadblock on how to get my messag functionality to be ...
3
votes
1answer
505 views

Registering and (more importantly) Unregistering with Message Server

I've finally implemented an extendable message class and messageServer class. The message class dynamically assigns a unique static ID to each derived message type (ex. ObjectCreatedMessage might be ...
0
votes
1answer
419 views

Structure examples for web-based chat for web-based game [closed]

What would be the best tools to use to create a web based chat/messaging system ? for client we have : Browser (any JS solution - preferably without using flash like in jsocket) for server we have : ...
5
votes
3answers
518 views

How can I achieve strong typing with a component messaging system?

I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out ...
3
votes
2answers
112 views

What is the best way to close dialogs in a platform game controlled by keyboard only

I'm developing a flash puzzle platform game in my free time and I got stuck on deciding how to implement a feature. The game will be controlled by keyboard only, no mouse available. My game will have ...
3
votes
2answers
699 views

PHP Browser Game Private Messages?

First off, I'm asking this question here because gaming and messaging are intimately connected. Why win if you can't gloat? Nevertheless, I won't be offended if this needs to be moved to overflow. ...
2
votes
1answer
3k views

Messaging/Event System in Generic Game Engine? Yay or nay?

Should I develop a basic messaging/event system for a generic game engine or should I leave it up to the individual case-by-case basis of the end-users to create systems specific to the game being ...
8
votes
4answers
3k views

Game Messaging System Design

I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message -> message is posted to global message queue -> ...