Skip to main content

Questions tagged [architecture]

How code is structured. For questions on the internal design of a game engine.

Filter by
Sorted by
Tagged with
1 vote
0 answers
49 views

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 ...
steamdog's user avatar
1 vote
0 answers
120 views

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 ...
Bunabyte's user avatar
  • 331
1 vote
0 answers
151 views

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 ...
Andorrax's user avatar
0 votes
2 answers
431 views

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 ...
L1ghtkage CaptainL1ghtning's user avatar
1 vote
0 answers
43 views

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 ...
nonethewiser's user avatar
0 votes
0 answers
97 views

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 ...
DrZ214's user avatar
  • 348
0 votes
0 answers
55 views

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 ...
Vivek Shah's user avatar
1 vote
1 answer
189 views

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 ...
Fen1kz's user avatar
  • 195
1 vote
0 answers
80 views

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. ...
CyberMonkey0925's user avatar
0 votes
0 answers
54 views

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 ...
Vxxssv's user avatar
  • 1
0 votes
0 answers
89 views

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 ...
Benzait Sofiane's user avatar
0 votes
1 answer
202 views

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... ...
Benzait Sofiane's user avatar
0 votes
0 answers
40 views

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 ...
SmileyTheMimic's user avatar
0 votes
0 answers
174 views

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, ...
Konjointed's user avatar
0 votes
1 answer
85 views

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 ...
Stiven's user avatar
  • 11
0 votes
3 answers
247 views

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 ...
Konjointed's user avatar
0 votes
1 answer
483 views

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 ...
Konjointed's user avatar
2 votes
0 answers
100 views

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 ...
Konjointed's user avatar
0 votes
0 answers
84 views

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 ...
Akshit Chaturvedi's user avatar
3 votes
2 answers
2k views

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 ...
Bunabyte's user avatar
  • 331
1 vote
0 answers
689 views

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 ...
Bunabyte's user avatar
  • 331
1 vote
0 answers
108 views

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 ...
Zekfad's user avatar
  • 11
0 votes
0 answers
35 views

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 ...
occulus's user avatar
  • 101
3 votes
1 answer
872 views

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 ...
Jacob Edie's user avatar
2 votes
1 answer
2k views

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 ...
Juzzbott's user avatar
  • 123

1
2 3 4 5
29