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PC Game Structure Diagrams and Illustrations for Source Code


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#1 3Ddreamer   Members   -  Reputation: 1413

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Posted 20 October 2012 - 05:40 PM

Hi,


Does anyone have links to articles on the basic coding structure of a PC game, hopefully including the code relationships among game areas such as graphics engine, physics, sound, AI, UI, and more. I know that there are variations and I wanted to compare them, too. This is for compiled languages, especially C# game source code.

This is in the coding relationships of these areas, please. Nice visual diagrams would help much!

[Edit:] There must be variations in basic game structure, so I want variety, too, for comparison purposes. Game structure for good performance of 3D games is the long term goal, but right now the structure of complex 2D games would be very helpful at my stage.

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Clinton

Edited by 3Ddreamer, 20 October 2012 - 05:56 PM.


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#2 Radikalizm   Members   -  Reputation: 2042

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Posted 20 October 2012 - 05:50 PM

Are you looking for info on code structure of actual specific cases of released games, or an overview of how those systems you mentioned generally work together?
I'm sure any entry to medium level game (engine) development book will give you an overview of this general overview, diagrams included.

I could recommend Game Engine Architecture by Jason Gregory for these kinds of things. It's not exactly a good book when it comes to the nitty gritty details of how games and game engines are actually done, but it does give a nice general overview.

#3 3Ddreamer   Members   -  Reputation: 1413

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Posted 20 October 2012 - 05:57 PM

There must be variations in basic game structure, so I want variety for comparison purposes. Game structure for good performance of 3D games is the long term goal, but right now the structure of complex 2D games would be very helpful at my stage.

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Clinton

#4 Radikalizm   Members   -  Reputation: 2042

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Posted 20 October 2012 - 06:09 PM

Well that's a very vague question you're asking then. The 'amount of variation' between game designs from a technological point of view can be massive, and it can depend on varying factors like game genre, target platform, preferred programming paradigms and of course design requirements among others.

You'll have to give some more info on what exactly you're looking for here, a complex 2D RPG for example can be structured quite a bit differently than a complex 2D RTS or platformer.

#5 3Ddreamer   Members   -  Reputation: 1413

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Posted 20 October 2012 - 06:13 PM

Yep. That variation out there is what is confusing me, so I see your point about narrowing the view.

Lets go with RPG and other games a bit near it in structure. Posted Image


Clinton




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