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Questions tagged [software-engineering]

Software engineering is the design and development of software as it applies to the game development field. Questions using this tag should be about theoretical concepts and practices as relates to the task of creating or designing software. This tag should not be used simply because a question involves programming or contains code.

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I have a spell system where a the spell is a self-contained game object handling all the logic. When done, it destroys itself. This works great Then I added a second game object handling animation, ...
Zibelas's user avatar
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Does anyone have any insight or at least a guess as to how the spell system works in Noita? The game is done in C++, and it has spells that can be modified with other spells and spell modifiers that ...
Spoon's user avatar
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1 vote
1 answer
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What I'm puzzled about, is why most tutorials on graphics programming speak of creating a composition of transformation matrices - which are then applied in a single loop (to each vertex). I did the ...
Jared Kosiba's user avatar
0 votes
2 answers
440 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
1 vote
0 answers
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I am a web and mobile app programmer. Compared to web and mobile app source code, I haven't seen much game programming source code. In web applications, all elements are essentially static (?), and ...
shingo.nakanishi's user avatar
1 vote
1 answer
151 views

In my Unity game, the "Interact" action is used for multiple tasks like opening doors and grabbing/dropping objects. However, there are scenarios where the player has an object in their ...
Roberto's user avatar
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7 votes
3 answers
2k views

I'm trying to write a top-down tactics RPG game in python, and run into the first major decision I can't make with my limited knowledge of RPG fundamentals. In our game you create a team of characters ...
John P's user avatar
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1 vote
1 answer
814 views

My inventory needs to deal with different Item types. Item is my base class, which is extended by Armor, Weapon, Spell, Scroll and I might add more in the future. All items have an interaction on ...
Pascal Claes's user avatar
1 vote
1 answer
211 views

I am having a bit of a headache right now about my controllers: Ive got a bunch of managers in my game, for example A MasterController to manage most serious stuff like pausing or turning off input ...
fastbyte22's user avatar
1 vote
1 answer
104 views

I have a base class for Abilities. This is a point and click game, therefore I have Click, Hold and Drag subclasses. What I need to do is remind myself to set the player's AI state to Ability when it ...
Thisisstackoverflow's user avatar
3 votes
2 answers
1k views

In my real-time multiplayer game, there are multiple entities that are very interrelated and whose logic is very related to the player who owns them. I don't think I can decouple the classes from each ...
Marvin'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
101 views

I've been working on a C++ game engine for a while, but I decided to scrap the project because doing it in C++, despite my best efforts, I could feel the technical dept building. As such, I switched ...
Spencer Rosas-Gunn's user avatar
0 votes
1 answer
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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
1 vote
1 answer
320 views

I am currently reading tons of books about game engine, real time rendering, animation, physics... but I could not find any description of how game developers who built their game with their own game ...
Benzait Sofiane's user avatar
1 vote
2 answers
450 views

I've been working on my own game engine for some time, I ideally need a way to create global function implementations to make it easy to do things within the game loop. Heres an example: ...
Pow's user avatar
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1 vote
1 answer
223 views

I am thinking about where to call the physics simulation. The current situation is that I first update the entities and then the physics immediately before rendering. As you can see in the following ...
Andy's user avatar
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2 votes
1 answer
460 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
2 votes
1 answer
236 views

I've been developping a 3D app for some time and I remember at some point I started to need to pass data arround in unrelated areas of the program, where it wouldn't make much sense to pass them ...
Gyoo's user avatar
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1 vote
0 answers
49 views

Let's say I have a game screen with a game world stage and UI stage. UI has a build button in the corner which should open a full screen build menu window/panel while hiding game world and the ...
eek's user avatar
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1 vote
0 answers
151 views

I am learning about networking for game development and need some insight. My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
Gus Funder's user avatar
0 votes
1 answer
177 views

I'm currently working on a little ECS project and a couple doubts came to my head when dealing with systems. Let's say I have a model component, a position component and a scale component. Each ...
Torino R6's user avatar
1 vote
1 answer
548 views

We are developing an economic sandbox somewhat similar to a mixture of The Guild and Kenshi. In this game, both the player and the NPCs will often create and destroy (consume) various objects. The ...
stack_ndx's user avatar
0 votes
3 answers
966 views

I'm trying to create a scene manager system for a small framework I'm writing on top of SDL2. I have implemented a scene management system that works, but I am not sure if it is structured how it ...
Sphereishere's user avatar
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0 answers
127 views

Concept I am designing turn-based boss battles and want each boss to have different behaviors and skills they perform during a battle. The boss is selected randomly and is identified by a unique ...
VoidTwo's user avatar
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0 answers
77 views

I am trying to design the item part of my game. My original design was just to treat them as a gameobject and to give every item an item (or some derived) component,...
YX L's user avatar
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0 votes
0 answers
78 views

I am building a two-player(CPU-User) Poker application with C++ and OpenGL. Currently the application just renders the graphics, keeps track of which button is pressed, value entered in textbox ...
Incompleteness's user avatar
0 votes
1 answer
246 views

I am looking to create a "stack" of functions that I can call at will. In my game, multiple events can trigger at the same time. These things should not be shown at the same time however, ...
Davy's user avatar
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1 vote
2 answers
197 views

If you were to design a multi character game like "Genshin Impact", would you design the character(hero) as a item? What is an item: in our game design, an item is an object within the game ...
Criwran's user avatar
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0 votes
1 answer
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I am creating a roguelike/lite game where in a player has a freedom to learn a number of skills. For example, I have a projectile skills and I can learn three different behaviours. Behavior 1: shoot ...
PeytonFarquhar's user avatar
2 votes
2 answers
280 views

I'm curious about the impacts of applying the C++ Core Guidelines to game development. When I try to discuss about this, and point out that we should check return values, or validate user data, or ...
phydthekid's user avatar
0 votes
1 answer
304 views

I have a game loop that simply iterates through every entity and calls entity.update() ...
Michael Moreno's user avatar
3 votes
1 answer
1k views

In Godot GDScript, I have a function that returns a float. Inside the body of the function, I use the built-in method find, that ...
Life after Guest's user avatar
1 vote
1 answer
157 views

Description In my game, I have have 3 module files: "PlayerList.lua", "PlayerData.lua" and "WorldData.lua". PlayerList.lua = a list of PlayerData classes (requires ...
saist's user avatar
  • 11
3 votes
1 answer
850 views

I want to create a an ai with finely customizable character. The ai should be able to handle generic behaviors, like scheduled activity, shared across all character, but have specific override for ...
user29244's user avatar
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1 vote
1 answer
160 views

I'm working on a game that makes use of several singletons such as a game manager, audio manager, and a level loader. The game manager I created has references to the audio manager, level loader, and ...
Mav's user avatar
  • 99
2 votes
1 answer
78 views

In my GPS based game, there are certain structures the players can build that store units. For example, airbase structures store aircraft objects. Currently, the way I have this organized is the ...
user204468's user avatar
0 votes
1 answer
364 views

Game in question is Spore. I'm fascinated by space and this game has been my favorite for years. Now, I would try to reverse engineer as much as I can as an experiment because I am interested in ...
Sergej Zivkovic's user avatar
0 votes
2 answers
972 views

I am new to game development and I am learning Unreal Engine right now. When a player character APlayer wants to interact with other actors (such as ...
D G's user avatar
  • 103
0 votes
1 answer
118 views

What is the typical upkeep of a project made in Unity, specifically how often/how much the code needs to be updated/changed/added when a new Unity version is released and/or when your currently used ...
CinnaMonster's user avatar
0 votes
1 answer
1k views

I'm making a card game right now and I am hesitating in how to design my cards. Let me explain I have a card that draws two cards from the deck when played. The way I'd code it is I'll create a class ...
younes alaoui's user avatar
2 votes
6 answers
352 views

How does one model two-way relationships for scriptable objects? Let's say we have a number of items in-game, and each item can be obtained by different conditions. Some may require you to complete a ...
qris's user avatar
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0 votes
0 answers
59 views

So basically I am spawning the object lets say the enemy at random position on screen. Should I handle the spawning in a different gameobject or in enemy. So when enemy is destroyed it calls the ...
Nomi's user avatar
  • 33
2 votes
1 answer
535 views

I'm trying to implement a platformer character using a finite state machine, but I have troubles understanding what kind of logic goes into a state and what logic goes into a main player class ...
Rinat Veliakhmedov's user avatar
0 votes
1 answer
121 views

I'm currently working in Unity building a game inspired by the niche DS game, Dragon Quest Rocket Slime. It's a Zelda-like forced-perspective top-down game where the primary combat mode is you ...
Cross's user avatar
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1 vote
0 answers
61 views

I know, this question has already been answered in several places on the internet and the answer is NO. But there are some points, I probably don't have the experience of half of you but I love C++ ...
Samuel Ives's user avatar
0 votes
0 answers
81 views

Sorry for the fairly open-ended question, but I'm hoping I can get some insight on how to tackle automated testing in Unity. I've been quite surprised to not find a "definitive" approach on ...
Timothy Nielsen's user avatar
0 votes
1 answer
189 views

In my use of Unity so far, I've been defining element names programmatically with classes like this: ...
Timothy Nielsen's user avatar
0 votes
1 answer
418 views

What's a good way to take a graph of nodes and draw it in your UI as a map? I already have a graph and I'm happy with how it's generated. However, it doesn't have any positional data for the nodes -- ...
idbrii's user avatar
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0 votes
1 answer
508 views

One of the advantages that's often brought up when talking about ECS-systems is that they allow a higher degree of flexibility in regards to Data vs Code. Without the limitation of hard-coded types, ...
JensB's user avatar
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