Jump to content
  • Advertisement
Sign in to follow this  
tmoneyksu

Engine structure

This topic is 4916 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have a pretty good feel for how many different parts of a game engine work (graphics, sound, input, logic, etc...). What I'm not to certain about is how you put all of these things together to make a complete game engine. I haven't had much luck finding resources on game engine architecture, so I was hoping I could get some help here. Mainly, the things I'd like to know relate to timing and program structure. How does one design the engine such that time-constrained entities (i.e., a player moving at a walking pace) only update at constant intervals, while the renderer spits out frames as fast as it can? I know many commercial engines use a client-server model for this, but how does this work for a single player game? Does the client portion of the program open a socket and communicate to the engine that way? Are game engines generally multi-threaded? Any insight into this (articles would be especially helpful) would be great.

Share this post


Link to post
Share on other sites
Advertisement
This thread may be helpful.

http://www.gamedev.net/community/forums/topic.asp?topic_id=310644

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!