Development is undertaken by a game developer, which may range from a single person to a large business. Mainstream games are normally funded by a publisher and take several years to develop. Indie games can take less time and can be produced cheaply by individuals and small developers. The indie ...

learn more… | top users | synonyms (1)

2
votes
0answers
34 views

Polygon simplification that encloses original set of points

I have been trying to implement an optimization for 2D sprite rendering to fight the problem of limited fillrate on mobile devices. The idea is to render textured polygons instead of quads that will ...
0
votes
0answers
33 views

Libgdx texture and sound disposing

I'm writing a game and in the game, I use an asset manager that is in a singleton class, which holds my textures and sounds. If I create several enemies (lets say 4) which call upon my asset manager, ...
1
vote
1answer
46 views

Scheduling/suspending embedded interpreters

Let's say that I want to embed a scripting engine inside some other program, to allow users to create custom behaviours for objects. For example, when a particular event happens, the server would ...
2
votes
2answers
216 views

Java Game. Preload objects and reuse vs create objects at runtime [closed]

I'm currently developing my first game in Java language. The game is an endless runner with obstacles to avoid and enemies to kill. Unfortunatelly im still not experience enough and many times im ...
5
votes
4answers
196 views

How to convert a possibly ever-increasing number to a finite scale?

This is common in games, specially management games like Sim City, Civilization, etc: you have actions which provide additional integer bonuses to a metric, but the metric itself remains in a finite ...
4
votes
2answers
154 views

Passing a list of choices with different arguments for each choice

I am writing a card game, in which I separated the "Core Logic" of the game from the UI. Communication with the player from the core logic part is done via callbacks which the UI implements and ...
0
votes
1answer
73 views

Is it a good practice to develop a video game for many platforms at once (using e.g. Unity)? [closed]

Multi-platform development tools like Unity offer us an ability to quickly deploy games to many platforms at once. However, I'm concerned about whether the final product will be any worse compared to ...
2
votes
1answer
121 views

Best approach to implement multiple levels of difficulty to a minimax AI [closed]

I'm programming a game (turned base, in a grid) for which I implemented an AI using the minimax algorithm (with alpha-beta prunning). It's all fine and working, but the AI is too good and I can't win ...
0
votes
0answers
42 views

How to use custom fonts in my game? (License question)

I would like to use Roboto font in my libGDX game, but it's licensed under Apache license 2.0. Do I have to include the font license file in my game if I want to use it? I am using internal storage ...
1
vote
2answers
82 views

Efficient 2d per pixel lighting on Android [closed]

I am trying to create a simple 2d game to learn on my own. My current task is creating a lighting scheme. My goal is to make the screen appear dark except where I create lights. I have a light class ...
3
votes
3answers
651 views

Is this OOP class hierarchy too deep?

So I am making a Super Mario Bros NES clone in pygame and for all enemies that are drawn to the window, I have a class hierarchy that is 5 classes deep. Going in the order of: Object (A base class ...
1
vote
2answers
132 views

Is there a better pattern than multiple inheritance here?

I'm working on a server implementation for a large game with many gametypes. There are several kinds of interactable entities: players, monsters, objects, vehicles. All entities share the same base ...
4
votes
1answer
93 views

How should keypoll functions be designed in games?

So I'm making a clone of Super Mario Bros in pygame. As of now I am in the middle of making my keypoll function, to check all the keys that are currently being pressed. I am wondering which would be ...
18
votes
5answers
753 views

Algorithm for calculating a bullet path to a target with max. 2 ricochets

Sorry for the poor title but I didn't have a better way to phrase it... So there's this amazing game by Nintendo (yes!) on Wii called WiiPlay. There're 9 minigames in it, and my favorite one is ...
0
votes
1answer
241 views

How to better isolate JOGL or LWJGL3 dependency from game clients?

I'm currently working on a project to develop a relatively small framework with the goal of supporting game development efforts for students in a course. The scope of this project is an OpenGL-based ...
2
votes
2answers
205 views

Algorithm and data structure to match groups of users (1-5 each) into 2 balanced sets of 5 users

I'm building a matchmaking queueing service for a 5v5 team-based game. I have a large set of users that are grouped into unique lobbies comprised of 1-5 users each. Each user has an integer based ...
4
votes
2answers
256 views

What design pattern best suits managing handles to objects, without passing handles or Manager around?

I'm writing a game in C++ using OpenGL. For those that don't know, with the OpenGL API you make a lot of calls to things like glGenBuffers and glCreateShader etc. These return types of GLuint which ...
3
votes
1answer
82 views

How should one modularly implement related objects?

I tried to make the question title as generally applicable as possible, but I'm not certain I worded it so well. It was brought about by a very specific problem I'm having, and for the remainder of ...
4
votes
3answers
586 views

How to pick a random move/action/element non-probabilistically?

I am trying to create a simple AI that can play Go using Monte Carlo Tree Search. This question, however, is valid for all games where players take turns doing some action that, on average, reduce ...
2
votes
1answer
82 views

How to handle overlapping classes

I'm putting together a program to try and recreate a board game. My goal was to keep the rules and actually actions of the game separate from its presentation, so I am creating a library that contains ...
0
votes
2answers
229 views

in trouble making a card game with pygame

I am designing a card game playable against the computer. The rule is very simple Both player and CPU gets 10 cards of 1 to 10. Player and CPU plays a single card at the same time, every round. The ...
24
votes
10answers
4k views

What's the proper way to model this real-world activity that seems to need circular references in OOP?

I've been wrestling with a problem in a Java project about circular references. I'm trying to model a real-world situation in which it seems the objects in question are interdependent and need to ...
0
votes
1answer
132 views

Design: Bridge Game [duplicate]

I'm making revisions to a Console version of contract bridge I made in Java. The source can be found here: Bridge So most of the code is terrible and I've been trying make improvements wherever ...
0
votes
0answers
39 views

Synchronizing content between web-based app and game server

I have a MUD server, written in C, that I'm trying to move from file-based storage to MongoDB. Eventually, I'd like to offload administration of game content and settings to a web console, written in ...
2
votes
2answers
79 views

Share some fields but others unique to owner of instance

I've been programming for many years and this is sort of a strange need and I've never seen anything like this but I have a game where there are abilities that you can do. There is an ability class ...
0
votes
2answers
448 views

Is studying algorithms important for game development? [closed]

I am fairly new in the programming world, I have a 1-year experience and I learned by watching online courses, and I made few iOS apps. Now I am moving into game development and I already ...
1
vote
1answer
266 views

C#/MonoGame - Programming enemies and levels in external script files

I'm writing a little game using C# MonoGame and I have idea of scripting enemies in external script files (not necessarily in C#, maybe in lua?). So for example I have class Enemy in C#. And I want ...
1
vote
0answers
107 views

Weighted (Perlin?) Noise generation

Is there a way I can "Weight" a noise generation algorithm to a specific point i.e the center of the generated "image" or one of its corners, assuming the generated "image" is square? I have been ...
1
vote
0answers
273 views

What architecture is suitable for players matchmaking?

The system should match players to game rooms. When the room is ready it moves to a game server. Each game start request can have a list of prefered game servers and specifies exactly game mode ...
0
votes
0answers
212 views

Choosing a javascript framework for a massively multi-player game : React vs Ember 2 vs other better option

I'd like to add to my Ruby on Rails app a javascript front end using basically Rails a json api sending data to the front end. The question for me is: React or Ember 2 (or maybe another viable ...
-3
votes
1answer
307 views

Physics/Game Engine in C++ for mobile app [closed]

First post so be gentle. I am a junior seeking a Comp Sci major and was looking into making a mobile game. I wanted to use this for my thesis project next year, and possibly a way to pay back college ...
1
vote
2answers
189 views

Line intersection detection algorithm

I'm trying to detect if a line drawn by the user intersects itself. I'm using a line intersection detection algorithm that goes through each waypoint of the line and checks if intersects with any ...
2
votes
1answer
315 views

Enemy AI for classic game Bubble Bobble [closed]

I am building a similar game to Bubble Bobble. This is the scenario: where E represents enemies, and P represents the player. If a user falls through the lower hole, it reappears through the ...
3
votes
2answers
282 views

Game architecture - connecting different parts of the game

I do a bit of solo game development and always get stuck on some part of the architecture where I can't decide what the best way to tackle a problem is. I've just run into a good architecture problem, ...
3
votes
1answer
184 views

What algorithm can be used for a more complex version of the bin packing problem?

I'm currently developing a plugin for World of Warcraft in LUA to help optimize a recently introduced part of the game, namely Garrison missions. A Warcraft Garrison (basically a player fortress) has ...
3
votes
2answers
145 views

Is there a good way (pattern) for adding a state to a finite state machine

So I'm working on a roguelike, and planning to represent the monsters using a finite state machine spot PC wander------------------->move ^ ^ | | \ ...
0
votes
0answers
238 views

How to design multiplayer online game with a battlefield?

I'm designing a simple game where all players use one battlefield via browser. I'm using websockets. So I'm wondering should I always send all data about battlefield to every user when smth is being ...
0
votes
1answer
117 views

What should my RESTful API method look like for a Roulette game?

I'm building a roulette game for fun, and the game will use a RESTful API. I'm building out the functionality for spinning the roulette wheel. I'm using MongoDB and have a collection for players _id ...
1
vote
1answer
252 views

What kind of game mechanics makes sense to be handled on client side? [closed]

I am aware of that is a difficult question and depends on the game mechanics and game type being applied. So, many answers can be given. For the sake of simplicity, it would be better to consider a ...
1
vote
2answers
177 views

How to minimize networking cost of distributed game database?

We've been working on a networked online game project which will run in near future and looking for a satisfying solution for our distributed game database. We didn't take networking costs into ...
10
votes
1answer
447 views

Does the games industry use automated testing for visual parts of games/rendering? How?

Some parts of a game are easy to test in an automated way (logic, maths, input handling); but there's also a lot that's purely visual and not easily testable. I would be surprised if the games ...
2
votes
1answer
281 views

Duplicate Account Detection - New Approach?

So I'm working on a web based game, and need to deal with the age old issue of duplicate account detection. Players often create multiple accounts to farm money/items etc to their main account, or to ...
1
vote
4answers
282 views

Security in an iOS game?

I'm part of a team building an iOS game which has multiplayer elements. A concern right now is how to make the game more secure, from user manipulation. I know there's a lot of multiplayer games out ...
2
votes
2answers
210 views

What properties does an object oriented language have? [closed]

I'm currently working on a game and wanted to add some scripting support. Due to trying to keep the entire codebase in managed c# (Excluding Monogame), I am using a custom language for the scripting ...
-2
votes
3answers
174 views

Distributed game development and security of source code

I think this question has already been asked many times, but I can't find any of them. I have a game project (I'm using Marmalade),and a few trusted developers, but I want to invite more. For adding ...
3
votes
1answer
112 views

Better way for creating a 2D map?

I have an idea for a game map and have researched some into it. What i'm going to do is have a 2D map(s) that a GM can pick from, or they can create their own using predefined images or images of a ...
0
votes
2answers
481 views

Is it necessary to memorize every line of code when it comes to game development? [closed]

I am currently following along a youtube tutorial here and from what I understand we are starting out by creating an engine to run the game. Should I be able to implement all of this by myself without ...
8
votes
2answers
373 views

Test Driven Development for Complex Games

I'm coding a game in my spare time, but I am mostly still a beginner when it comes to programming. I'm sorry if this question is off topic or if it ends up not being helpful to anyone else, but ...
0
votes
3answers
531 views

Simple straight-line path algorithm [closed]

I need a simple pathfinding algorithmn to go from point A to point B. A* seems like an overkill because It doesn't matter wheather I hit walls or not and there's no terrain. I was wondering if there ...
3
votes
2answers
220 views

Strategy game, how do I calculate the parallel actions?

I am building a strategy game where multiple units(5 - 20) fighting each other. I have a game logic that calculate all the actions that been done on each turn, and send it to the game engine to ...