Questions tagged [architecture]
How code is structured. For questions on the internal design of a game engine.
1,411 questions
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How do modloaders get created?
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 ...
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For an isometric adventure game, what is a good way to store the objects in 3D?
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 ...
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How to Handle Complex Side Effects and Event Sequencing in a Turn-Based Game Like XCOM?
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 ...
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multiplayer game using express(for login, registration etc..) and socket.io(for game-actions) what is architecture and how to scale it horizontally?
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 ...
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How to load shaders in a game engine asset loading system?
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 ...
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Communicating between Components and systems: ScriptableObject vs MonoBehavior vs Events
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 ...
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Switching between turn-based and real-time with stateless state machine
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 ...
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Restructure OOP Architecture for two classes that are currently circular dependent
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. ...
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Need help on structuring my window class and game class
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 ...
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Problems with compiling with llvm and gcc, while trying to link external libraries to EngineCore.lib and finally linking core to EngineEditor.exe
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 ...
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How to Prevent Subsystems from Responding to Events from Other Game States
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 ...
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Command Pattern or/and Event Handling porgramming paradigm?
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 ...
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SDL2 Events how to avoid monolithic control statement?
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:
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Singletons as presented in Game Engine Architecture by Jason Gregory
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...
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What’s the benefit of breaking code down into other classes? [closed]
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 ...