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Teenage Death Boy

Engine/Game structure and design

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Whenever I look around these forums or read about people's games, they talk about their engines and their object managers, sprite managers, font engines etc. I have completed some simple games which didn't really require much structure (Pong, Tetris, basic 2d stuff) but when I am moving onto some of my more advanced 2d projects I feel I am getting in over my head. My main problem seems to be each part of the engine being able to access other parts. Is there any place I can find articles or books, or can someone point me to some good threads which can help me come up with a good structure? How does everyone learn what they made (ie the various 'managers' and making all the classes and parts of the engine interact)? Any help is appreciated, as I just feel lost at the moment

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Well, for 3d engines this series is pretty popular.

http://www.gamedev.net/reference/programming/features/enginuity1/

be warned, if you print it out it's about 100 pages!

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Quote:
Original post by esuvs
http://www.gamedev.net/reference/programming/features/enginuity1/


It's terrific. I based mine off of this. If you're not using SDL, you'll need to modify/ignore some of it, but it's a very minor part. On the whole, the engine is excellent.

[EDIT]
Oh, and clickified

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Quote:
Original post by esuvs
Well, for 3d engines this series is pretty popular.

http://www.gamedev.net/reference/programming/features/enginuity1/

be warned, if you print it out it's about 100 pages!


Teenage Death Boy: Just change the number at the end of enginuity to the article number... Like at the moment it is set to '1' so when he says "Next week blah blah" just simply increase that number by one (and remember to go to page 1, so erase anything that says /page2.apx or whatever.

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