Questions tagged [architecture]
How code is structured. For questions on the internal design of a game engine.
1,420 questions
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How can I integrate a library that expects backend events into my own event system?
I'm using SDL2 in my game engine and have created custom event types that use the data from SDL_Event. This works well within my own code, but it becomes ...
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Necessity of node-graph-based rendering in simple game engine
I'm working on a C++ game engine for my own projects. It's divided into two parts: one which handles basic functionality like logging, cross-platform abstractions, filesystem utilities, etc., and ...
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ECS architecture in non-gaming scenario : best way to model relationships?
I'll preface the wall of text below by saying that I've next-to-no experience with game design/programming. But I've a situation that might be fairly interesting to folks here.
I'm currently working ...
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How to separate game engine from the game?
I've been doing some reading and watching videos about game engine architecture, and it seems that a key component of making a game engine is to have it seperate from the actual game. The Cherno ...
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How to Handle Intermediate State in Event-Sourced Game Architecture for Complex Command Logic
I'm building a turn-based game using an event-sourced-ish architecture. Here's the basic structure:
A dispatcher on the game engine receives commands from the client and routes them to command ...
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For an isometric adventure game, what is a good way to store the objects in 3D?
I'm creating a game in C++ and raylib. This is a real-time isometric game, so it is technically 2D graphics, but the rooms have a 3D structure because there will be many blocks and other objects that ...
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multiplayer game using express(for login, registration etc..) and socket.io(for game-actions) what is architecture and how to scale it horizontally?
Hey please sorry if I sound dumb and correct me!
So, I am building multiplayer game using react.js,express.js and socket.io and now really want to deploy after building so and also i want to make my ...
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Communicating between Components and systems: ScriptableObject vs MonoBehavior vs Events
could you please guide me or help with sane architecture basics in Unity?
I'm making a tower defense game and I'd like to have modular approach without using frameworks, so no ECS/DOTS/SOAP
I want to ...
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Restructure OOP Architecture for two classes that are currently circular dependent
I'm working on a simple 2D game using C++ and SFML.
In this game, I have a class WorkbenchBlock which inherits from class Block. ...
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Problems with compiling with llvm and gcc, while trying to link external libraries to EngineCore.lib and finally linking core to EngineEditor.exe
Help me I Cherno's followed game engine series and branched to add 3D capabilities. I am having issues while linking libraries, at first I just wanted to share Game Engine code with friends, but not ...
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Command Pattern or/and Event Handling porgramming paradigm?
I have created a dynamic library that contains all the tools I want my game executable to have. Additionally, I want to create a world editor/tools for my engine to be more user-friendly.
I'm ...
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Singletons as presented in Game Engine Architecture by Jason Gregory
I am reading the amazing Game Engine Architecture 3rd edition by Jason Gregory, but I have trouble understanding the singleton part, more particularly the part dealing with subsystem start/shutdown...
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How to make an authoritative server initialize 3 cards once 2 "Clients" join
I somewhat understand [Command], [ClientRpc], and [TargetRpc]. However, I am currently struggling to determine how to get my SetupInitialHand() method to run. When called from the same area that ...
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C++ how to load different assets within an asset manager?
I'm in the process of redoing my asset/resource manager currently I have load functions scattered throughout my code for example LoadMeshFromFile(), LoadTextureFromFile(), LoadShaderFromFile(), etc, ...
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Broken graphics in a compiled Android application
Why is it that when I compile this application in Unity for Android, the graphics completely break (camera image output). Maybe I need to set something special in the Player settings? I'm using the ...
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Is there any reason not to use classes in C++?
I'm a bit conflicted when it comes to the use of classes currently, I use them all the time, but I realized through the KISS and YAGNI principles I can simplify things by not using them, but is there ...
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How to go about executing lua scripts in a ECS engine?
I'm trying to add scripting with lua to my C++ game engine, and I'm pretty stumped on how to tackle the executing/processing part. I started by creating a ...
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How does non ECS parts work with ECS parts?
I incorporated ECS to my graphics engine and I have a problem with my Renderer needing the camera which is an entity and the process is a bit bizarre. Originally, I ...
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Architecture and design patterns for components
I was working on a physics-based plug-in/ extension for Unity water which would essentially be another component in Unity water.
The goal of this extension would be to integrate interactive physics ...
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In an object-oriented game engine, should there be seperate classes for objects with and without parents?
I am developing a game engine in C++ (for an idea of what kind of design I'm going for, think of ROBLOX, if you're familiar with that) and I need help with a problem I have.
So basically, the objects ...
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Why does ROBLOX use an object-oriented system rather than an entity component system? [closed]
I decided I would develop a game engine in c++, so I was thinking about different ways of handling objects. I also have experience with ROBLOX, so I know that it uses an object-oriented design as ...
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2D grid game server - interaction system/dynamic blocks
I'm building a Server-side engine for 2D sandbox game similar to Terraria or Starbound.
The language I use is Dart (similar to JavaScript or C#).
Currently I'm trying to figure out how to make a good ...
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Logging high-level game events to external consumer
Is there any existing technology/framework/standard for publishing high-level game events to a consumer?
Example:
Imagine a game which can publish events like change of level, player joined, player ...
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How are character controllers built upon complex gameplay systems?
I would like some industry advice. I feel like the starting part to every game I create is the character controller. My goal is to create a solid base character controller that I can expand upon for ...
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Who 'owns' the components in an ECS?
Currently looking and reading about entity component systems, and just wanted to ask about who 'owns' or where the components are registered.
I would have thought that each entity has a collection of ...