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3
votes
1answer
147 views

different collision geometries in a component based game engine

I'm writing a simple game engine and after a lot of rethinking/refactoring I settled with sort of a component based architecture (not strictly ECS, but it isn't inheritance based anymore either). So ...
1
vote
1answer
430 views

How to organize the management of resources for OpenGL?

I write my own 3D-graphics engine for education and have some difficulties with it's architecture. I wrote classes like OpenGLTexure, OpenGLMaterial, OpenGLGpuProgram, etc. I also wrote a class ...
7
votes
5answers
2k views

Is it a good idea to experiment with design patterns?

I have been reading a lot about different design patterns, their pros, cons, main usage etc. However, I like to experiment and try to invent my own ways of the implementations (even if they are not ...
-3
votes
1answer
192 views

What is the best way to make a collection of functions available to a whole program in c++?

I am currently working on a voxel (Minecraft-like) engine in C++. Almost all of the code (ie. world generation, rendering, user input) needs to access data about the block types. To accomplish this, I ...
-3
votes
1answer
265 views

I loved developing a 2D game(C++ SDL), but i am not good at maths/physics [closed]

I developed 2 games in C++ using SDL. Without using any wrappers. I literally loved and enjoyed every part of the journey. Complex algorithms, how 2D works, rendering, audio, input etc. But i am not ...
-3
votes
1answer
495 views

What would be a good way to abstract OpenGL-Concepts in a game engine? [closed]

I have posted the same question to StackOverflow and Stackexchange and both got downvoted to oblivion as "too broad". So maybe this will be a better place for it. I am working on a rendering engine ...
1
vote
1answer
310 views

Why did DirectDraw allow developers to directly write to GPU VRAM?

I'm reversing an old DirectX 7 game and I noticed that it sometimes uses Blt and BltFast but at other times, it locks the directdraw surface and directly writes to GPU VRAM. Why did developers take ...
2
votes
2answers
782 views

C++ Snake Game Fruit: Change Coordinates or Spawn New Object?

I've decided to lean SDL and make a Snake game. I have gotten to coding the spawning of a fruit, which the snake eats to get longer. Every time the snake eats the fruit, the fruit needs to change to a ...
8
votes
3answers
2k views

What design pattern best suits managing handles to objects, without passing handles or Manager around?

I'm writing a game in C++ using OpenGL. For those that don't know, with the OpenGL API you make a lot of calls to things like glGenBuffers and glCreateShader etc. These return types of GLuint which ...
4
votes
2answers
136 views

How should one modularly implement related objects?

I tried to make the question title as generally applicable as possible, but I'm not certain I worded it so well. It was brought about by a very specific problem I'm having, and for the remainder of ...
-3
votes
1answer
616 views

Physics/Game Engine in C++ for mobile app [closed]

First post so be gentle. I am a junior seeking a Comp Sci major and was looking into making a mobile game. I wanted to use this for my thesis project next year, and possibly a way to pay back college ...
1
vote
1answer
445 views

What kind of game mechanics makes sense to be handled on client side? [closed]

I am aware of that is a difficult question and depends on the game mechanics and game type being applied. So, many answers can be given. For the sake of simplicity, it would be better to consider a ...
-2
votes
3answers
222 views

Distributed game development and security of source code

I think this question has already been asked many times, but I can't find any of them. I have a game project (I'm using Marmalade),and a few trusted developers, but I want to invite more. For adding ...
7
votes
2answers
6k views

Dota 2 running on Linux, Mac and Windows - How do they do it?

How do Valve create games that run on Linux, Mac and Windows? I imagine they dont really write one version for each platform bec that would just be a nightmare.. or do they? I imagine it is written in ...
6
votes
5answers
2k views

Spoiled by Python convenience- and productivity-wise, spoiled by C++ speed-wise. Now unhappy with both [closed]

I'm currenetly struggling with choosing how to proceed as a programmer. I mainly programmed games and would like to continue. And for about 5 years or so I just used C++ and OpenGL, so I spent a lot ...
1
vote
2answers
345 views

Would it be bad design to abstract a graphics library and wrap it in a single class? [duplicate]

I'm starting a game project in C++ using the SFML. It provides various classes for handling graphics, input, etc, but I would like to wrap it all up in a single Media class. I believe that by doing ...
1
vote
1answer
2k views

Polymorphism and passing

I am writing a text based RPG, and I have three classes that inherit from a super class, they all have special attacks that they can perform, at the same time I have a class that holds the function ...
15
votes
7answers
200k views

Game programming : C# or C++? [closed]

I've decided what I really want is to do game programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and ...
14
votes
3answers
4k views

How long and what type of complexity would have been involved in Chris Sawyer writing most of rollercoaster tycoon in assembler?

From this question, I have another question about... How long and what type of complexity would have been involved in Chris Sawyer writing most of rollercoaster tycoon in assembler? In order to ...