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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38 views

How do I connect a game bot built in Python to a game that I built in Java? [closed]

I am currently working on a simple 2d game in java that spawns random worlds with an objective to collect gold coins. The score would be the number of steps needed to collect every coin. The game ...
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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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1answer
128 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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1answer
271 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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3answers
149 views

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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683 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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1answer
657 views

Does the games industry use automated testing for visual parts of games/rendering? How?

Some parts of a game are easy to test in an automated way (logic, maths, input handling); but there's also a lot that's purely visual and not easily testable. I would be surprised if the games ...
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1answer
650 views

Mapping values over a curve

I have a value between 0 and 8000 and I want this number to resolve to another number between 0 and 2000. I could just divide it by 4 but I have a special need here. For values above 4000 I want the ...
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3answers
397 views

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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1answer
131 views

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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3answers
266 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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17 views

Including widgets of a specialized program inside another program

Let's say my goal was to write a graphical application (based on a game engine, or even raw OpenGL), which should be able to render arbitrary 3D graphics. Now let's say I want to annotate the ...
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1answer
93 views

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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1answer
217 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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1answer
247 views

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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13answers
159k views

Why isn't Java more widely used for game development? [closed]

I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: ...
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2answers
89 views

Scheduling/suspending embedded interpreters

Let's say that I want to embed a scripting engine inside some other program, to allow users to create custom behaviours for objects. For example, when a particular event happens, the server would ...
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4answers
365 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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10answers
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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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1answer
136 views

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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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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1answer
66 views

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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1answer
89 views

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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1answer
122 views

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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2answers
47k views

TCP or UDP for a multiplayer game?

This is a question I see a lot. Most people say UDP is always better for real-time games than TCP. My understanding is that TCP tries to re-send packets over and over til the other side gets them ...
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1answer
77 views

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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1answer
676 views

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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2answers
112 views

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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2answers
184 views

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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2answers
362 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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3answers
2k 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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2answers
394 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 ...
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4answers
729 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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2answers
53 views

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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3answers
3k 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 ...
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2answers
492 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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4answers
524 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
122 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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1answer
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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2answers
361 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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1answer
230 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
661 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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3answers
374 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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1answer
1k 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 ...
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2answers
1k views

How to allow for custom Rules in a Entity Component System designed game engine?

So I've been doing a lot of research into game engines, and Entity Component System (ECS) seems to be the most flexible and extendable design to use. Just to summarize, in ECS the basic idea is that ...
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2answers
215 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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2answers
781 views

Should extension scripts be run in a sandbox?

In particular, this is about game extensions written in lua (luajit-2.0). I was contemplating whether I should restrict what these scripts can do, and arrived at the conclusion that I probably shouldn'...
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1answer
645 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 ...
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2answers
140 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
256 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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