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1 vote
1 answer
323 views

Creating a Renderer class using SFML

I currently have a Renderer class, which as in the example code, looks like this: ...
BOOM's user avatar
  • 11
4 votes
2 answers
1k views

String storage in game engine

I've been designing the memory management module for my game engine, including things like custom allocators and when it came to allocating memory for strings I kinda got stuck. What I mean by strings ...
wookie's user avatar
  • 141
0 votes
1 answer
814 views

How do open world games handle efficiently enemy respawn?

I'm currently working on a 2D open world game loaded in chunks, initially I thought It would be sufficient to spawn entities randomly in a specific "radius" close to the player, and periodically ...
Row Rebel's user avatar
0 votes
1 answer
340 views

An API independent way of managing video memory?

I'm developing a game. The game architecture is very modular. I have a "Graphics Engine", which uses either a Direct3D or OpenGL renderer. However the user does not have access to the renderers ...
Slytael's user avatar
  • 145
-6 votes
1 answer
341 views

Should I use reference counting on entities in component-based entity system? [closed]

In component-based entity system, should game objects be reference counted? What about components? Tell me please your pro and contra.
Yevhen's user avatar
  • 1,490