Questions tagged [architecture]
How code is structured. For questions on the internal design of a game engine.
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How would I organize my game entities and scenes? [closed]
I'll be generalizing this for the purpose of others being able to find this and use this.
I have lots of entities in my game, I have a few screens I'd like to show to the user.
The screens are:
Menu
...
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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 do you do with SDL2 events?
I have the typical/basic event loop for SDL2 and I'm a little confused on what to do with them or how to handle them or I guess more specifically how should I get the data from these events (e.g ...
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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 ...
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How to make an authoritative server initialize 3 cards once 2 "Clients" join
I somewhat understand [Command], [ClientRpc], and [TargetRpc]. However, I am currently struggling to determine how to get my SetupInitialHand() method to run. When called from the same area that ...
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How to avoid/reduce code duplication in asset loading/caching with templates?
I'm working on an asset manager for my game engine, and I'm a bit stumped on how to use templates (and potentially inheritance) to reduce some code duplication.
An asset requires 4 things: a container,...
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C++ how to load different assets within an asset manager?
I'm in the process of redoing my asset/resource manager currently I have load functions scattered throughout my code for example LoadMeshFromFile(), LoadTextureFromFile(), LoadShaderFromFile(), etc, ...
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Unity Game Architecture
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, ...
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Broken graphics in a compiled Android application
Why is it that when I compile this application in Unity for Android, the graphics completely break (camera image output). Maybe I need to set something special in the Player settings? I'm using the ...
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Sanity Check on my Idea for an Event System for game
So, I recently started making a small game from scratch, with no engine used(I'm a beginner at this) and I want to create an event system of my own. I want to check if my general idea for it is okay(...
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Is there any reason not to use classes in C++?
I'm a bit conflicted when it comes to the use of classes currently, I use them all the time, but I realized through the KISS and YAGNI principles I can simplify things by not using them, but is there ...