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Questions tagged [game-development]

Development is undertaken by a game developer, which may range from a single person to a large business. Mainstream games are normally funded by a publisher and take several years to develop. Indie games can take less time and can be produced cheaply by individuals and small developers. The indie ...

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65 views

Does it make sense to implement a Class Factory design in an RPG Character Creation module

I'm a self-taught Engineer, a beginner in Java and I am trying to create a Dungeons and Dragons character creation module for a bigger game to solidify my understanding of core concepts while learning ...
5
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4answers
187 views

Improved design for a turn-based multiplayer game using AI?

I'm trying to decide which is the best architecture for a turn-based multiplayer game where the players can be either humans or AI and the UI is optional, for instance because the game can just be ...
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1answer
89 views

Handling multiple game modes with a game controller

I have a basic GameController with a finite state machine to handle game logic. I'm adding game modes and coming across problems cleanly implementing them. The core functionality of the game stays ...
2
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2answers
127 views

The main reason for using the command design pattern for game AI

I've been going through all the design patterns in context of game programming form this book, before starting my next big project. Apart from that I've been reading about them in more general context....
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2answers
97 views

Architecture for slot machine game

I am building a slot machine game for a client (virtual money, not real-money gambling). They started out with a template game and hired me to reskin it and make "minor" changes for a "quick" release. ...
0
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1answer
211 views

How to efficiently solve “close” players/items in an online game without iterating through all of them?

I have an online game server that works as follows: Once a player connects, he is in one of predefined sessions (consider them physical location, e.g. Island, Underground location, etc.). Then ...
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4answers
147 views

Object Oriented Game Programming Board Class decision

I am writing an object oriented game for fun where players from two teams fight. I need to implement move function for players on a maze. Maze sohuld have location information with some features like ...
3
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3answers
333 views

How to ensure a user isn't using a hacked client

Background: We have the code for a 20 year old MMOG that some people still play, and we have the rights to opensource it. Currently, the server isn't terribly authoritative, i.e. the client is the one ...
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0answers
77 views

Game Model Architecture?

Just for background, this is a project using Swift and GameplayKit. I've dealt with MVC and simple design patterns and architecture. Shout out to this thread(What architecture should I use for my game ...
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0answers
34 views

Data exchange between Chromium and a game client

I am creating a lightweight UI web app that will be embedded into a game client (PC) via chromium. This web app will be able to do a few simple actions and will communicate with an external REST API ...
5
votes
4answers
339 views

Optimal Immutable Data Structure for Highly Dynamic Particle System

Trying to see if immutability is a good fit for highly dynamic objects like game entities (that constantly are moving around and changing) or particle systems, each which might have thousands or ...
3
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2answers
299 views

Domain Driven Design approach for game

I'm working on a realtime multiplayer game project. There are entities like Player, Game, Flag etc. And bunch of it's behaviours like PlayerRespawnBehaviour, PlayerWalkBehaviour, ...
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1answer
1k views

OOP ECS vs Pure ECS

Firstly, I am aware that this question links with the topic of game development but I have decided to ask it here since it really comes down to a more general software engeneering problem. During the ...
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2answers
114 views

How should I handling throwing exceptions in C#? [duplicate]

I'm developing a game engine in C# and I just had a question about handling exceptions correctly. Since the engine will be used by other .NET developers, how should I handle exceptions? What I mean ...
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1answer
238 views

How well is my solution organised?

I'm currently designing a 3D game engine in C#. I'm not sure why, but I feel like it's appropriate to mention that the engine will soon support multiple rendering backends (OpenGL 4.6, Direct3D 12, ...
0
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2answers
204 views

What design techniques are used for video games (non-educational)?

I am taking a software engineering course and got an understanding of basic concepts used in designing solutions for businesses. We come up with requirements, do use cases and user scenarios and it ...
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2answers
187 views

How to find all possible paths with specific length in hexagonal game board?

I am currently developing a simple game in Unity. I got a game board composed of hexagons. Let's say, the red dot is the player. Now I want to show the user on which fields he can go, depending on ...
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1answer
158 views

How can a html 5 game made licensed?

How a HTML5 game can be buyable? I mean, if it is HTML, even though you obfuscate the code or apply encryption, the whole html and javascript is already on your browser means you already have the ...
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2answers
89 views

Bridging application development practices and game development practices

I previously ran into an interesting practice called occlusion culling in game development. I am still researching to gain more understanding of how it works, since this is mostly discussed in game ...
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2answers
180 views

Actions that can have individual cooldowns or a “group” cooldown

I'm creating a game (well, a plugin) where each player has a list of skills, each of which has an unique type object, each of which has a list of actions that need to be ran when a player executes his ...
1
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1answer
114 views

Architecture for a scoring and commentary apps

About the app: This is an android app. The app has two components/ two different users, scorers who score the game and fans who view commentary of the game. Scoring User : A scorer watches a live ...
11
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2answers
603 views

Is software testing different when we are dealing with game development?

I was reading this paper about the differences between software development in general and game development and the authors made some good points regarding software testing, pointing out, for instance,...
1
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1answer
290 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 ...
3
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2answers
282 views

How should I track which monster is first in a Tower Defense game, and is it ok create an extra attribute just for this purpose?

So I'm creating a Tower Defense game and I want to have different ways for towers to prioritize their targets (I'm using Python but looking for a generic design answer): class TargetPriority(enum....
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1answer
104 views

Countermeasure for having the coordinate grid upside down?

So I'm using pygame to create a simple top-down shooter game, and I'm doing lots of angle calculations from the top-down perspective. Let's use a simple arrow and a ball as an example, I want the red ...
3
votes
1answer
117 views

Architecture for adding projectiles to a Tower Defense game that uses Flyweight pattern for towers?

I asked a question about structuring a Tower Defense game a while back, and ended up using the Flyweight pattern for my towers. Here's what my TowerType looks now (I'm using Python but looking for ...
4
votes
1answer
796 views

Enhancing the quality & performance by opting for multiple tasks vs single task?

I'm trying to improve the performance, code quality and just make it better in terms of practice overall. I have a server for a game that managers all users connected as well as things like objects ...
3
votes
2answers
264 views

Is there any point in a digraph implementation?

The Foreword Hi! I'm just your average, fairly beginner, computer science student doing personal programming side projects, and who is probably out of his depth and has no clue what he's doing. So, I ...
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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
2answers
309 views

Advice on application architecture using MongoDB for intense multiplayer game

I am working on a multiplayer collectible card game. Server side is node.js + websocket.io. I am now considering which database to implement. I got really intrigued by MongoDB, mostly due to the fact ...
0
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0answers
533 views

Node.js server game using socket.io architecture

I'm designing a multiplayer game using Node.js and the socket.io library to communicate with my clients. Basically, all clients connect to a the same lobby (specific socket.io namespace) where they ...
1
vote
1answer
205 views

How to modelize items in a shop (like LoL, Dota, …) the MVC way?

In a 2D game, buildings can be upgraded with modules; Those modules can be bought in a shop. The shop is represented by a stereotyped grid of icons, each icon representing a buyable module. When the ...
3
votes
3answers
254 views

How to simulate living things in software [closed]

I was thinking about creating a simple game/simulation where cars drive around in a city as part of a pet project. That made me think how I would simulate these individual cars in a simulated world. ...
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0answers
52 views

game design pattern to avoid huge amount of if-s [duplicate]

I'm about to develop a card game where you have multiple characters, each of them having different skills and abilities which are constantly interacting with other characters' abilities. An example: ...
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1answer
180 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 ...
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votes
1answer
215 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 ...
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votes
1answer
369 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 ...
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2answers
253 views

Trying to teach a high school student Dynamic Memory Allocation - what are the best ways to do so?

Copied from stack overflow due to feedback So I want to teach someone how to do dynamic memory allocation using the block padding model. What that means is every memory block is prefixed and ...
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5answers
647 views

Need help designing a card game

I am teaching myself to code again and thought I would write a card game. I need help with my code design (I am using C#) To start with I am building it as a console application, and later I will ...
10
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2answers
15k views

TCP or UDP for a multiplayer game?

This is a question I see a lot. Most people say UDP always for real-time games over TCP. My understanding is that TCP tries to re-send packets over and over til the other side gets them whereas UDP ...
7
votes
2answers
317 views

Designing a “scripting loop” in Javascript

Javascript is a single threaded language but when developing point-and-click adventure games, it's often advantageous to have 2 "threads" running, the rendering/logic thread and the game scripting ...
0
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2answers
577 views

RESTful API design for an existing domain implementation of a simple game?

I'm trying to wrap a RESTful API around an existing implementation of a game. Here is a possible state diagram of a simple API design that comes to mind: I'm having troubles here because the ...
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votes
1answer
144 views

How can a multiplayer game manage state over a local network? [closed]

I would like to create a multiplayer mobile game where players play together over an ad-hoc network, with no internet connection required. Players should be able to join and leave mid-game, and the ...
0
votes
1answer
210 views

Most efficient way to store multiplayer player data?

problem: Making a video-game has the following challenges on variable storage: send player states every 50-200ms, so store position/ rotation as efficiently as possible. store large blocks of data ...
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2answers
72 views

Extend a class in an existing architecture?

The question is only relevant for typed programming languages, dynamic solutions aren't satisfying. Let's assume that the language is C++. Example architecture: - DisplayObject (base class) -- ...
1
vote
2answers
305 views

Is singleton the right way to go in the case of a game?

I've been reading the top posts of stackoverflow and SE and all over the place it says how bad singletons are but I am unsure how to rewrite my code. As of now I have two projects that bind into a ...
5
votes
3answers
536 views

General architecture of “game makers” (without coding)?

How do game makers/engines like Buildbox, GameSalad, Construct, GameMaker, etc work in principle? I am not interested in getting a list of technologies (programming languages, APIs, etc), but how - ...
2
votes
2answers
240 views

Why don't audio engines already process audio more realistically?

Generally game audio engines use a rather simple system for rendering audio: 1. position an audio source in space 2. apply effects on the audio clip depending on the area the object is in 3. shift ...
2
votes
2answers
187 views

How to update a player's money count every second

I'm in the process of analysis for a browser-based game I'm making, and I have question about programming the economy system. I'll use a simplified system to ask my question. Each user as GameState ...
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0answers
53 views

How to efficiently and predictably emit world snapshots?

I'm trying my hand at designing an MMO (based heavily off agar.io), but I've hit a wall while developing the protocol. I did a lot of reading, including a white paper by Valve (here), and also looked ...