• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
  • comment
  • views

Well...I have learned a lot

Sign in to follow this  
Followers 0


Some time about I posted about systems, and their respective managers. I still have used parts of that system, but at the same time I have evolved beyond the system approach and moved into using distinct and operate modules.

Let's define a few things first:
  • Module: any system or system-like representation that is loaded externally, and controls a specific system and/or certain types of components.
  • Component: any self-contained unit of code that is used to make up an entity. Entities are made up of many components ranging from 3d models, to sound effects, and even physics objects. They are extremely encapsulated, and they are never transferred beyond the barrier of the module.
  • Entity: the basic game object. All things inside the game that the player can interact with in some way is an entity. Entity are just a position, rotation, and scale structure to describe the root of the components that are linked to that entity. Entities also have a unique id used to link the components that make up that entity inside each module.
    Those 3 things make up the core idea for the engine I (and another classmate) are currently working on. The concept is simple: create a different style of game engine that is modern, clean and encapsulated, and can be added to very easily.

    The high-level design of the engine provides a generic interface through which all modules are accessed.

    #pragma once
    Author: Adam Martin
    Date: July 20 2011
    Description ModuleInterface class used as a common base for all modules.

    // Standard Includes

    // Library Includes

    // Local Includes

    // Forward Declarations
    class GlobalProperties;
    class ComponentInterface;
    class MessageRouter;
    class Envelope;
    class EntityManager;
    struct Entity;

    // Typedefs

    class ModuleInterface { // All systems derive from this
    ModuleInterface() : { };
    ~ModuleInterface(void) { }

    virtual void Update(double dt) = 0; // Called each game update with change in time (dt) in milliseconds since last update
    virtual void CreateComponent(std::string type, std::map< std::string, boost::any > &attributes, Entity* e) = 0; // Called to create a component of type (type), with the set of attributes (attributes), and with parent entity (e)

    double deltaAccumulator; // Accumulator for the change in time between each call to update
    std::map< int, ComponentInterface* > components; // Map components with a given Entity ID

    Of course this isn't very useful on its own, so a few other class pointers are include to provide some communication and basic global data sharing. *Note the forward declarations were left in the original code block for the following.

    The constructor becomes:
    ModuleInterface(GlobalProperties* gprops, MessageRouter* msgrouter, EntityManager* emgr = nullptr) : msgrouter(msgrouter), gprops(gprops), emgr(emgr) { };

    The actual message handling function:
    virtual void Message(Envelope* e) = 0; // Handle message ID (msg). Messages are such as mouse click, keyboard, or os events. Envelope is a container to store the arguments of the message.
    Some additional member variables:

    MessageRouter* msgrouter;
    GlobalProperties* gprops;
    EntityManager* emgr;

    The code for the engine code named NLS Engine (as the in Next Logical Step in engine development) is online and open sourced here NLS Engine on Bitbucket

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now