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Questions tagged [design-patterns]

Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.

0 votes
3 answers
133 views

Object pools are great. They are fun to make, save you a lot of memory and fps. But as my projects grow in size and complexity it gets harder and harder to work with them. If you only have a couple of ...
MrV's user avatar
  • 49
0 votes
0 answers
91 views

I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
Leon Frickenschmidt's user avatar
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0 answers
89 views

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 ...
Benzait Sofiane's user avatar
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0 answers
110 views

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: ...
Konjointed's user avatar
0 votes
1 answer
202 views

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... ...
Benzait Sofiane's user avatar
0 votes
2 answers
660 views

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 ...
Konjointed's user avatar
2 votes
1 answer
153 views

I'm planning to make a Class for RPG game's character skill. But the problem is that the skills need to be classified by multiple criteria. Below are the criteria for skills. Independent / dependent ...
evol1102's user avatar
1 vote
3 answers
201 views

I'm working on a relatively simple game, but even simple games have a lot of moving parts, and I'm running into some architecture issues. Just to be clear, everything works fine, but it feels dirty, ...
manwithcode's user avatar
2 votes
1 answer
450 views

I am making a tile based roguelike game with different objects in the world, like Doors, Security Cameras, Storage Shelves. With that, there are objects that have an inventory, can detect the player, ...
RobinHood's user avatar
0 votes
2 answers
279 views

As I've been learning about ECS one thing that gets me confused are things like input which in my case has usually been some singleton that gets polled or in one project was event based where code can ...
Konjointed's user avatar
1 vote
1 answer
389 views

I'm in the process of refactoring my camera code the goal is to try and simplify things using a struct instead of a class or at the very least try something new since I always jump straight to classes/...
Konjointed's user avatar
1 vote
0 answers
212 views

I found this post for designing a camera system the post mentions having a manager where you could register and set different cameras such as debug, player, script, etc and I kind of like this ...
Konjointed's user avatar
0 votes
0 answers
84 views

I was working on a physics-based plug-in/ extension for Unity water which would essentially be another component in Unity water. The goal of this extension would be to integrate interactive physics ...
Akshit Chaturvedi's user avatar
1 vote
0 answers
79 views

I looked at some entity component systems, and noticed that they sometimes list static polymorphism as a feature, and ECSs and data oriented programming seem to be touted as holy grail of modern game ...
shinyoi's user avatar
  • 11
0 votes
1 answer
342 views

I would have liked to comment on this answer, but I don't have enough reputation so I had to open this new one. The issue with it (and with the rest of the answers) is that it doesn't work well if ...
vandermies's user avatar

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