Game engines are a collection of libraries and tools that provide a framework to create games.

learn more… | top users | synonyms (1)

5
votes
2answers
89 views

Should I care about CPU affinity of threads?

I am currently developing a rendering engine which I plan to use for creating games. The engine makes heavy use of multithreading, I have a thread for OpenGL rendering, a thread for updating, a thread ...
1
vote
2answers
43 views

How can I use GPL software like Stockfish Chess Engine in my Unity game?

I am working on a 3D Chess game and I want to implement an A.I bot to play with the player. I found a chess engine called Stockfish which serves this purpose, I would like to implement that engine in ...
4
votes
1answer
67 views

How to prevent jitter amongst near-stationary physics objects?

See image for reference Hi Guys, I have been implementing a custom physics engine, and I'm pretty close to having it working as I would like it. There is a gravitational force, and of course ...
1
vote
1answer
64 views

What does Unity engine use for 2D rendering in Android?

I was starting to develop a 2D game last month, the game was in Java and Android Studio, and using SurfaceView. My idea was to make my first engine to understand how does game engine work, and also ...
-1
votes
1answer
84 views

Any Reason for a “Canvas”-Based Approach for Isometric Game GUI?

When designing game engine GUI systems, I know a lot of game engines (notably Unity, and Unreal) use a sort of "canvas" system. But, in an isometric game, where the camera is orthographic anyway, this ...
3
votes
2answers
106 views

ECS rendering system issue

I'm in developing of isometric RPG with 3D characters on 2D level. I was trying to develop this using standard OOP paradigm, but face with a lot of issues. Recently i learned about ECS and found this ...
0
votes
0answers
57 views

Minimizing draw calls and rendering system design questions

I'm currently in developing of 2D/3D indie game (isometric game with 3d character models and 2d level) on my own engine and now I'm thinking about minimizing draw calls. For level design we're using ...
2
votes
1answer
134 views

Do I really need an engine to make a great game? [duplicate]

I'm a 13 year old kid who loves to make games. I made one simple game AvoidBall Game1.Now I'm working on a second version. I make games in Java but everone around me uses tools and engines. I do not ...
0
votes
0answers
29 views

Displacement map - exact amount of displacement

I'm helping my friend to make a custom 3d viewer with displacement functionality. We managed to move vertexes along normal in both directions, but exact amount of maximum displacement for each map is ...
0
votes
2answers
140 views

Can I use Havok Physics for free in my game?

I found out that Microsoft purchased the Havok physics engine. Where can I get it for Windows Visual Studio 2015 Community? I tried to look around, but I could not find anything for the latest ...
0
votes
1answer
51 views

Render Engine Only Renders one Frame? [DirectX/C#]

Just for background, I'm designing a soft engine in C# using the SharpDX DirectX wrapper library. I've gotten around to implementing the render engine, and I can render a texture to a face, except it ...
1
vote
1answer
68 views

Is this Data Oriented Programming without OOP or am I doing it wrong?

I have been reading many resources about data oreinted programming, and one thing I do understand about it is that it's about keeping chunks of memory together to improve performance. Other than that, ...
5
votes
2answers
244 views

Is this a good way of separating graphics from game logic?

Currently my architecture (game engine) looks like this (not accurate): Everything graphics related is done in the GraphicsEngine (and in its components, like Material, Mesh, etc), but my problem is ...
0
votes
1answer
92 views

How to handle a lot of big textures for a visual novel in c++/SDL?

platform: desktop using SDL in C++ I'm having problem with handling my sprites in SDL: I am getting the "not enough video memory error" when I create all of my sprites to texture at once. What I ...
1
vote
1answer
76 views

Getting draw/depth order right in OpenGL tile engine

UPDATED: So I've continued hacking away at this and I've gotten a little further by modifying my shader: fragment_shader = shaders.compileShader(""" uniform sampler2D u_image; varying vec2 ...
0
votes
2answers
82 views

How do you retrieve your assets if they are stored by UUID?

I'm designing my assets and thinking about using a UUID or a name for accessing them. I decided to use UUIDs for identifying them and for storing/accessing the cache, but what if in my scripts I want ...
0
votes
2answers
49 views

Sending search requests in messaging system: How to properly set criterias?

Currently I'm designing my game engine's messaging system, and I ran into a problem. (C++) The RequestData, ResultData system is very appealing to me, because I just have to create a ResultData ...
0
votes
3answers
95 views

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

Currently I have this architecture: (C++) . ReceiveMessage has these 2 important parameters (others are irrelevant now) Scope: like GAMEOBJECTS, SCENE, CORE, etc. this determines how far will be ...
1
vote
0answers
10 views

Page transition a cocos2d scene to a UiViewController

My project is a cocos2d game project, but I added a UIViewController for the initial log in. The first scene is the splash logo, followed by the menu screen, but I need to pass to my UIViewController ...
0
votes
1answer
72 views

Possible to Use SharpDX in .NET Core?

So, I started a project to build a game engine, though, as a result of circumstance, I won't have the luxury of building the engine in C++, so I'm going to have to settle for C# with the .NET Core (it'...
3
votes
1answer
94 views

Programatically laying tiles on Godot Engine

So, I am completely new to Godot Engine, and, in fact, quite an amateur in game development in general (and with any engine). I have a small project where I want to implement a procedurally generated ...
3
votes
2answers
99 views

what are the techniques to deal with different world states, story state in metroidvanias

I am trying to figure out what is the best way to handle persistent changes in game world. Let me explain what I mean. Metroidvania games keep track of the player actions within a level, for example "...
13
votes
3answers
2k views

Identifying assets in a game engine?

I want to identify my loaded assets but I don't know which one should I choose. There are 2 options: Name (string) This is the easiest and also fast with unordered_map ( O(1) ), but way slower then ...
0
votes
1answer
96 views

Javascript game engine that can work 'seamlessly' with react-native

I have previous experience with Unity, but I don't like the fact that Unity compiles your game directly into APK (or IOS equivalent). It's because I want to modify the game to provide chat interface ...
1
vote
2answers
79 views

What is the disadvantage of this communication protocol?

I am working on an ECS, and I thinked about this communication protocol: (with physics example) Physics Component of a GameObject A sends UpdateMyState message with its state attached to it. Physics ...
0
votes
0answers
32 views

Should I store only the interfaces of the components in an ECS?

Let's say that I have this simple architecture, and I have implemented an event based communication between the objects and between the components. As you see, the Game has GameObjects and the ...
0
votes
0answers
63 views

How can I implement a message based communication system well?

I am thinking about a game engine like this: I am trying to implement a message based communication: Every ReceiveMessage() method processes the Message or forwards it into the right direction based ...
5
votes
1answer
226 views

How do game makers (without coding) work?

How do game makers/engines like Buildbox, GameSalad, Construct, GameMaker, etc work? What technologies (programming languages, APIs, etc) are used to build the and how does the program convert the ...
1
vote
0answers
41 views

How to bring my game written in Graalonline engine to Facebook/iOS/Android?

I have a video game that I made before on a game engine called Graalonline. I hosted the game with their engine and servers and recently they stopped hosting my game. Now I have a game on my desktop ...
0
votes
2answers
67 views

A* movement implementation not working properly

I'm working on a RTS project and I'd like to use the A* Project by Aron Granberg to navigate around obstacles, etc. The problem is that the correct path is displayed in the scene, but the unit just ...
2
votes
1answer
109 views

Editing run time variables within a custom game engine

I want to add a feature to my game engine where I could change different variables that control in-game things while the engine is still running from a console window. Does anyone know of a way to ...
0
votes
1answer
110 views

Drawing the same object multiple times in OpenGL

I am writing little game on C++ using OpenGL. I have various number of enemies (say, from two to twenty) - they are identical objects, each one uses the same mesh which is animated (skinning is ...
9
votes
8answers
2k views

Introduction to game engines for children [closed]

My friend's 10 years old kid is very interested in programming and video game development. The little guy has already finished CodinGame, so I directed him to other learning games I know of in the ...
0
votes
1answer
62 views

Interfacing Entity component systems with networking/saving/serialization

I have a game engine using ECS. I have figured out how could I serialize the data contained in the ECS. Simply Have a system that registers serializers for different component types. I want to create ...
0
votes
1answer
102 views

Is javascript viable for serious multiplatform 2D game development? [closed]

Ever since I was a little kid, my dream has been to develop games. Well, now that I am older, more mature, and have some programming experience, I would like to start. However, I would like to turn ...
1
vote
1answer
109 views

Access Violation on Application Exit

Currently I'm writing an Engine. How I have it right now is that, the engine is written in a project and exports a dll. On another project in the same solution as the engine, there is a sandbox ...
1
vote
1answer
148 views

How could I implement origin re-base on my large world server?

I wish to make a game set in space where the world is empty space, mostly empty but continuous (no sectors with jump gates separating them) and extends to long distances like a few hundred or a ...
0
votes
1answer
38 views

OpenGL: Which glTexParameters are best practice to set for each Texture?

I am not sure if the question is opinion based, if you think so, I will delete it. I would like to know the which glTexParameters are best practice to set when creating a texture. I am already using ...
0
votes
1answer
107 views

Bare-bones OpenGL game engine crashing 1/6 of the time with GLFW/GLEW

I am currently writing an OpenGL game engine, in which I am currently experiencing a crash every 1 out of 6 times. The error message with Visual Studio 2015 is: Exception thrown at 0x545579C6 (...
1
vote
2answers
92 views

How to efficiently manage tile-based map and items/characters

I'm working on a simple C++ game to learn the language. It's ASCII and features a tile-based map, enemies and items that spawn randomly. The player is, as usual, the '@' character. I'm trying to ...
0
votes
4answers
70 views

Passing Globally View Matrix and Projection Matrix

This is a general question, and can have multiple answers. However, when doing engine development, what is the best method to share the projection matrix and view matrix with all graphic entity shader'...
0
votes
2answers
105 views

LIBGDX: Changing colors of a Sprite on the fly

I have found a great tutorial series on creating a simple 2D side scroller, Super Mario Brothers, in this case, and I believe I can adapt it fairly well to create a Megaman clone(something I am quite ...
0
votes
0answers
39 views

Free Camera Movement Problem

I've tried implementing a free camera movement that works with WASD keys similar to most engines: ( Y is UP ) // When W is pressed camera.setPosition(new Vector3f(currenPos.X+speed*(float)Math.sin(...
1
vote
1answer
99 views

Design API-agnostic classes

I don't know if the title is clear enough - well, i'll have to explain what i mean anyway. Suppose i am writing a "game engine", or rather a framework of reusable classes. What i've done so far was ...
0
votes
1answer
143 views

What is the best PBR Real Time Fresnel function

I'm working on my physically based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's fresnel ...
0
votes
1answer
173 views

How to implement a A star pathfinding in 3D world on Irrlicht

I am developing a little game. I need an A star path-finding algorithm for enemies who follow the player. I have already learned and tested a path-finding algorithm, but it works with fixed-size array....
0
votes
1answer
34 views

What compatibility checks should i do while creating Direct3D device, swap chain etc

I've done DirectX apps for 1.5 years now, mainly to teach myself but now i would like to make games for public. So i was wondering would it work for others just leaving the values default ie. swap ...
0
votes
1answer
80 views

C++ Pass the reference of the class to a vector inside the constructor [closed]

Okay so i have an extern vector of pointer type 'Entity', and what i want to do is, when a new Entity type class gets constructed it gets pushed back in the vector of Entities, in C# this would be ...
1
vote
1answer
125 views

Smoothness & performance issues of new game

I've written the basics of a new game which just includes a game loop that can update and render basic game objects so far. I want to ensure that what I've written so far is as good as it can be and ...
0
votes
1answer
98 views

OpenGL deferred rendering, multiple FBO targets

so for a game I am developing I am giving a go at deferred shading. I have only implemented entity rendering and an initial deferred shader and rendering the scene using OpenGLs FBO multiple render ...