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 game industry has seen a rise in recent years with the growth of new online distribution systems and the mobile game market.

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Writing a growing simulation that scales

Or ways to get better run time than a nested loop? How would you design this? I hope this is the place to ask semi-vague software engineering questions. My simple simulation is like this: There is a ...
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Composition over inheritance in a Equipment sytem for my game? [closed]

Background info: NetworkComponentAdvanced -> base class for network interactions. Any class with a Network prefix means it interacts with the network even if on a minimal level. I am developing a ...
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What is a common practice to refer to other datas within a data oriented design?

This question has been in my mind for a while now, especially in the context of high performance, interactive 3d applications. Just want to find out what is the general practices in DoD for ...
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Circular references with generic classes

I'm trying to create an interaction system for a game I'm developing with Unity and C# and I've been struggling with it for a while now. It consists of interactors and interactables. The idea is that ...
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3 votes
3 answers
434 views

What algorithm should I use for this game problem?

I have a grid-based puzzle game, that is based on states. I need an algorithm that can find a solution for each game level. A game level starts in a specific state and ends in a unique, well-known ...
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6 votes
2 answers
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Why are angles usually represented by floats in programming?

My idea is that, if an unsigned 32-bit integer is used for representing angles in a way that 0 is 0°, 231 is 180° and 232−1 is just under 360°, all possible values are used and evenly distributed ...
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Is there a way to add impending state changes to a queue on a node server, and is it necessary?

I'm writing an express/socket.io-powered game server for a web game. I have a central map of game state objects, each representing an ongoing match, like so: // map of gameId -> game (primary ...
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1 vote
2 answers
180 views

Model updating itself in MVC?

My group in school is tasked with creating an application of our own choosing which follows good object oriented design principles. The group has chosen to make a tower defense game with help of ...
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36 views

Which patterns use to design a turn based board game? [duplicate]

I am struggling to design a board game architecture since I am trying to keep it as generic as possible in order to improve its flexibility to extensions in case of new features, but doing that I'm ...
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Multithreading vs Asynchronous game loop for multiplayer online game?

I'm trying to create a turn based multiplayer online game where players can be grouped in a room/lobby and play (similar to Ludo but number of players can be more than 4). There can be multiple such ...
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2 votes
1 answer
138 views

Enforcing changing rules in a board game - how to do it?

I'm trying to code Star Trek The Dice Game. The basic concept is you roll dice, which become different types of crew (Science, Medical, Command, Engineer, etc...) and you can "spend" crew to ...
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4 answers
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Is it good practice to put comment headers into each file?

I have an Unity project with countless of C# script files and I'm working on it solely. Although nobody else is working on it, I'm aware that some form of code documentation is crucial for my future ...
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5 votes
3 answers
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Performance implications of a game project monorepo on *modern* Git

First off please note, I’m fully aware that Git has historically been terrible at dealing with large binary files and very large repos; there are at least a dozen questions on SO that deal with large ...
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-3 votes
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Would structs be better than classes in this scenario?

I've recently been developing a networking application layer (or at least attempting to) for my game I've been working on. I think I've got a decent basic idea for the system now, but there is ...
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Which scope should markers for a Stack Allocator fall under?

For reference, I am reading from "Game Engine Architecture 2nd Edition" by Jason Gregory. Although I understand the theory behind Stack Allocators, I am having trouble implementing it fully. ...
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2 votes
1 answer
312 views

Efficient way to store "item" objects in a simple game

I am developing a simple text-based game. In this game, the user is able to collect items and store them in an inventory. My question is: how should I organize the internal structure of my game so ...
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Architecture of Online Chess (2-player web-based board game)?

I'd like to try to create an application where 2 players can play chess online. The (possibly) novel feature would be that the process for joining a game would be similar to how Typeracer works. The ...
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3 votes
3 answers
272 views

Is it a good idea to extend a class if it doesn't add new behaviour?

I'm working on a RPG so my character can equip a Weapon, Hat, Boots, Gloves, etc. So I have an Item class for the different items and the only class who adds new Behaviour is weapon. I'm not sure if ...
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2 votes
4 answers
389 views

In mobile games that work across android and iOS is game logic written twice?

I was playing one of my favorite games from Supercell, and I imagine it’s a rather complicated game, and it stems across the two main mobile platforms. My question is, do the developers write the ...
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36 votes
10 answers
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When is it appropriate to introduce a new layer of abstraction into a class hierarchy?

Suppose I'm creating a game played on a 2D coordinate grid. The game has 3 types of enemies which all move in different ways: Drunkard: moves using type 1 movement. Mummy: moves using type 1 movement,...
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Refining DFD of an RPG

I am making a game to help childern learn Urdu (Urdu Boli = Urdu Language) This is the high level context diagram of the game.Considering an RPG can any additions be made to the diagram?
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3 answers
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What is done when an urgent fix for an app is needed but updates have to be approved by Apple/Google etc?

I have very little experience in this area, so sorry if I use any incorrect terminology or if this is a stupid/simplistic question in general. But from what I understand, when a developer wants to ...
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2 votes
1 answer
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Storing and filtering spatial data within RAM

I'm trying to figure out what's the proper way of storing and filtering spatial data inside a running program. I have a 2D map of theoretically infinite size. Users generate objects which are placed ...
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Game loops and components

I researched a lot about game loops but most of the explanations I found credible also stay at a high level. I still don't understand the functionality of the components in a game loop. Let's consider:...
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-2 votes
1 answer
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How to encrypt player's cards in a Poker client/server architecture in NodeJS?

I am making an online poker server in NodeJS. Currently, the state of the game is being sent to each client. So using debugging tools a client can see all the other player's card IDs. I would like to ...
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Designing a system of loadable resources with dependencies

Context: For a video game, I need to load an arbitrary amount of resources which when combined would form a complete level of the game. These resources would be 3D models, textures, sound, etc. Some ...
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1 vote
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Designing an Entity Component System for interfacing with a scripting language

I am currently building an Entity Component System (ECS) in cython in order to speed up operating on large numbers of game objects in python. In the process of building this system, I ran into the ...
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0 votes
2 answers
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How can independent game-modules block system-wide behaviour

We've stumbled at an inconvenient design in a game and wondering, whether there is nothing simpler. The background needs some explaining so I'm sorry for the wall of text. The setting We have a ...
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2 answers
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Game Engine Architecture: what am I doing wrong?

I'm working on a Game Engine (more like a Graphics Engine for Physics simulations) in C++. I know a bit of Unity and I like the concept of GameObject and Component Unity has and I wanted to use that ...
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2 answers
469 views

Card game with unique abilities - how do i implement this

I am making a card game, it is similar to Bang. You have a boss, which has some HP and you are getting cards with abilities, HP,DMG, etc. I want to make it as a .io game or maybe just a web ...
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3 votes
1 answer
292 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 ...
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1 vote
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Pattern or framework for resolving simultaneous inputs

I am tracking the position of characters on a 2D grid (this is a computer game). At every step each character can attempt to move (stationary, up, down, left, or right). There are some rules that ...
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2 answers
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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 ...
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6 votes
4 answers
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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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1 vote
1 answer
127 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 ...
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2 answers
631 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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1 vote
2 answers
404 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. ...
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0 votes
1 answer
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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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2 votes
4 answers
882 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 ...
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3 votes
3 answers
389 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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4 votes
4 answers
780 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 ...
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5 votes
3 answers
3k 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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12 votes
1 answer
6k 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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0 votes
2 answers
143 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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1 vote
1 answer
263 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, ...
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1 vote
2 answers
226 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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1 vote
2 answers
624 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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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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1 vote
2 answers
120 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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1 vote
2 answers
220 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 ...
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