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Questions tagged [architecture]

How code is structured. For questions on the internal design of a game engine.

1 vote
0 answers
49 views

I'm using SDL2 in my game engine and have created custom event types that use the data from SDL_Event. This works well within my own code, but it becomes ...
steamdog's user avatar
1 vote
3 answers
257 views

I have managed to create a state machine for my game core, like on turn start, on turn end, and another one. Now lets talk about effect/status. For generic effects such boosting stats for certain ...
Cryptoboink's user avatar
1 vote
0 answers
120 views

I'm working on a C++ game engine for my own projects. It's divided into two parts: one which handles basic functionality like logging, cross-platform abstractions, filesystem utilities, etc., and ...
Bunabyte's user avatar
  • 331
0 votes
0 answers
71 views

What is the neatest way in a strict OOP language (c++ say) to avoid the following circular dependency. Imagine I create a character class and a world class. A character requests data from the world to ...
BadUsername's user avatar
1 vote
0 answers
151 views

I'll preface the wall of text below by saying that I've next-to-no experience with game design/programming. But I've a situation that might be fairly interesting to folks here. I'm currently working ...
Andorrax's user avatar
0 votes
0 answers
115 views

I am working on a top down 2D grid based game, where as it is currently, units have a movement and an attack range. An example of this: The blue squares are tiles the selected unit can move to, the ...
starrider's user avatar
0 votes
2 answers
431 views

I've been doing some reading and watching videos about game engine architecture, and it seems that a key component of making a game engine is to have it seperate from the actual game. The Cherno ...
L1ghtkage CaptainL1ghtning's user avatar
0 votes
1 answer
277 views

I love rendering, coding game logic and implementing physics systems using libraries like SDL2, however, I also enjoy using those systems to design and put together games. Do my interest more align ...
L1ghtkage CaptainL1ghtning's user avatar
1 vote
0 answers
43 views

I'm building a turn-based game using an event-sourced-ish architecture. Here's the basic structure: A dispatcher on the game engine receives commands from the client and routes them to command ...
nonethewiser's user avatar
0 votes
0 answers
175 views

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 ...
ASecondRandomPerson's user avatar
0 votes
0 answers
97 views

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 ...
DrZ214's user avatar
  • 348
2 votes
1 answer
136 views

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 ...
Black Dice's user avatar
0 votes
0 answers
55 views

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 ...
Vivek Shah's user avatar
0 votes
0 answers
111 views

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 ...
steamdog's user avatar
1 vote
1 answer
188 views

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 ...
Fen1kz's user avatar
  • 195

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