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I'm writing a C++ game engine using SDL2 and I have an SDL event loop, but I'm not really sure what I want to do with these events. I know that I'll have systems that will be interested in these ...
steamdog's user avatar
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51 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
3 answers
262 views

I have managed to create a state machine for my game core, like on turn start, on turn end, and another one. Now lets talk about effect/status. For generic effects such boosting stats for certain ...
Cryptoboink's user avatar
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0 answers
124 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
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What is the neatest way in a strict OOP language (c++ say) to avoid the following circular dependency. Imagine I create a character class and a world class. A character requests data from the world to ...
BadUsername's user avatar
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152 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
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116 views

I am working on a top down 2D grid based game, where as it is currently, units have a movement and an attack range. An example of this: The blue squares are tiles the selected unit can move to, the ...
starrider's user avatar
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2 answers
440 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
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1 answer
281 views

I love rendering, coding game logic and implementing physics systems using libraries like SDL2, however, I also enjoy using those systems to design and put together games. Do my interest more align ...
L1ghtkage CaptainL1ghtning's user avatar
1 vote
0 answers
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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
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177 views

This is a fairly general question but I was wondering how modders are able to create software that essentially make a game execute code that it shouldn't know anything about. Some games are offering ...
ASecondRandomPerson's user avatar
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0 answers
98 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
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2 votes
1 answer
136 views

I'm trying to make a turn-based game like XCOM, and I've run into an architectural problem that I haven't been able to solve for quite a long time. In my game, logic is completely separated from ...
Black Dice's user avatar
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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
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113 views

I am making an asset loading system for my game engine, which is written in C++, and the idea I had in mind is that for each asset there is a corresponding loader class. Although not entirely the same ...
steamdog's user avatar
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1 answer
190 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
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3 answers
332 views

I am working on a real-time rpg with a turn-based combat. Currently I have standard state machines for a game state (real-time/combat) and for characters. However I can't seem to find a decent way to ...
Jamek's user avatar
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1 vote
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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
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1 answer
217 views

I'm trying to create a simple-ish game/engine/framework thing in C++, and I'm trying to come up with my own code instead of following a tutorial so I can learn to do it in a freer and more hands-on ...
whitecloth's user avatar
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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
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I'm writing a game from scratch in C++, using the book Game Coding Complete as a guide. The engine in the book has an event manager which is used to communicate between the game's systems, such as ...
Vitamin C Plus Plus's user avatar
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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
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0 answers
111 views

I'm using SDL2 in my game engine and I'm trying to figure out how I can prevent having a monolithic control statement like this: ...
Konjointed's user avatar
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1 answer
205 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
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2 answers
661 views

Sorry if this isn’t the proper spot to ask, but something I struggle to wrap my head around is the benefit of breaking down code into smaller pieces on the surface it seems to make sense I think you ...
Konjointed's user avatar
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41 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
1 vote
0 answers
87 views

I'm working on an asset manager for my game engine, and I'm a bit stumped on how to use templates (and potentially inheritance) to reduce some code duplication. An asset requires 4 things: a container,...
Konjointed's user avatar
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0 answers
175 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
1 vote
3 answers
203 views

I'm working on a relatively simple game, but even simple games have a lot of moving parts, and I'm running into some architecture issues. Just to be clear, everything works fine, but it feels dirty, ...
manwithcode's user avatar
0 votes
1 answer
86 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
1 answer
294 views

So, I recently started making a small game from scratch, with no engine used(I'm a beginner at this) and I want to create an event system of my own. I want to check if my general idea for it is okay(...
HavocKid's user avatar
0 votes
3 answers
249 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
2 votes
1 answer
236 views

I've been developping a 3D app for some time and I remember at some point I started to need to pass data arround in unrelated areas of the program, where it wouldn't make much sense to pass them ...
Gyoo's user avatar
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0 votes
1 answer
484 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
0 votes
1 answer
174 views

High level At a high level, I'm looking to create a galaxy exploration-style game. A number of points of interest will be selectable on the map (I'd like to aim for several hundred, but flexible and ...
Basic's user avatar
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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
1 vote
1 answer
392 views

I'm in the process of refactoring my camera code the goal is to try and simplify things using a struct instead of a class or at the very least try something new since I always jump straight to classes/...
Konjointed's user avatar
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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
1 vote
1 answer
1k views

The way I've learned to implement an asset manager is having unordered maps for each asset type (textures, shaders, meshes, etc.), each with a string key and object value and then having methods ...
Konjointed'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
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0 votes
1 answer
703 views

I am currently working on a Pygame project and would like to seek your advice on best practices for organizing my code, particularly when it comes to creating additional scripts. I find myself ...
anathrax's user avatar
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
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0 votes
2 answers
122 views

I'm new in coding from zero and I have some problems with architecture of classes (project mb?). I have empty room that I need to add “equipment” to it later (change the type of room). I already have ...
Макс Беляев's user avatar
1 vote
0 answers
109 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
1 answer
1k views

I'm working on my game engine, and was faced with the fact, that i don't know how properly design an event system. As a pattern i choose Pub/Sub with an event bus, but i don't know where i should '...
qulop's user avatar
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0 votes
0 answers
36 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
0 votes
0 answers
127 views

Concept I am designing turn-based boss battles and want each boss to have different behaviors and skills they perform during a battle. The boss is selected randomly and is identified by a unique ...
VoidTwo's user avatar
  • 103
3 votes
1 answer
877 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
1 vote
0 answers
351 views

What I'm looking for: I've been searching for a while now for any no-interface game engines (What I mean by that Is something like the Source Engine where other than than the level editor It's nothing ...
Fichko's user avatar
  • 19
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

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