• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Damnwing0405
      I am looking for talents to form a team of making a strategy base action game. Talents I am currently looking for are : -
      (I) Unity programmer (mobile)
      (II) Game designer
      (III) 3d Artist
      (IV) SFX Artist
      The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be strategy game where the players can form their own team and control the units in the battle field real time to fight against each others.  If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com

    • By bsudheer
      Leap Leap Leap! is a fast-paced, endless running game where you leap from rooftop to rooftop in a computer simulated world.

      This is a free run game and get excited by this fabulous computer simulated world of skyscrapers and surreal colors in parallax effect. On your way, collect cubes and revival points as many as you can to make a long run.

      Features of Leap Leap Leap:
      -Option of two themes: Black or White.
      -Simple one touch gameplay.
      -Attractive art.
      -Effective use of parallax.
      To Download the game:
      Playstore: https://play.google.com/store/apps/details?id=com.avakaigames.leap
      Appstore: https://itunes.apple.com/us/app/leap-leap-leap/id683764406?mt=8

    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By Francisco Tufr
      Hi everyone! I'm currently working on a series of books about 2D Shader Development.

      The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

      I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

      This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

      I'd love to hear your opinions on the idea and if you get the book let me know what you think.

      By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

      Hope you like it!
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Where can I read about software architecture for video games

This topic is 1782 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'm about to start my 3rd android game, this one is going to be bigger and more serious than my others and I actually plan on investing some cash into it, so I want to make sure I do everything right.


I'm going to use libgdx to write it and I'm pretty familiar with the library already and I know how to code all the individual parts I need, but I have never made a project this big and I want to invest some more time into learning about software architecture and planning everything out before I dive in so I can ensure that the development process is smooth until the end and doesn't give me any headaches. I've been googling around for a day or two searching for things such as 'video game software architecture' and 'code architecture for games.' I don't get many relevant results with those queries though which is why I am here making this post.


I was hoping the community could help me find the information I need by either linking some valuable resources, giving me some ideas on what to search in google, or just lending me whatever advice you can based on your experience.


If it matters, the game I'm making will have rpg-like elements, but it won't be very open world, it will be played in short 1-5 minute rounds that take place in different(most likely randomly-generated) maps/trails. It will also have some tower-defense like features and will require some basic state-based ai, and will probably use box2d even though it is not heavily physics-based at all. I have a strong idea of what I want the game to be like and what features I will need but I would still like my code to be as flexible/extensible as possible so I can test it out as I'm making it and change/add different ideas and features as I see fit. extensibility/flexibility are my main goals, I want to be able to add whatever I want without too much effort(I'm thinking of using a scripting language in game but I don't have much experience using scripting languages in games, so I would really appreciate any advice/resources you guys could give me in that area as well).



Thanks for reading and for any replies

Edited by Moe091

Share this post

Link to post
Share on other sites

I can ensure that the development process is smooth until the end and doesn't give me any headaches

If that's your goal, I'm afraid you're going to have surprises. There will be headaches.

The problem with those kind of queries is they're incredibly broad in terms of topics. Moreover, different problems lead to different solutions and there's no silver bullet in general. So, where can you find this? There's no site with an article on how to structure your game. At best, you might find different sites with articles describing how they set up their game (more probably, how they solved a specific problem). Expect differences and perhaps even contradictory statements from different people. Remember, you have your needs, they have theirs, take the best of each.


I am happy you're planning to integrate a physics/collision library. That's a thing many people still gets wrong. Albeit high-level, your design is important, stick to it and you'll have less problems.


Now, a final note about scripting. Scripting is cool, scripting takes no effort blah blah blah...

Scripting requires careful consideration of what you want to allow through scripting and what not. Many people on this forum appear to think scripters should be able to do whatever the "main" programmer can do. This is not the case. Personally, I think designing the scripting language interfaces took me a great deal of effort, for this reason I'd suggest to add scripting at a later time. You have already a lot of work to do and I'd suggest to keep it simple for a first project.

Share this post

Link to post
Share on other sites
There are many libraries worth of good books written on the topic of software architecture.

The fact that the software happens to be a game is secondary. Good software architecture rules apply to games just as readily as they apply to banking software, medical software, music playing software, and other industries.

As for the headaches, the above reply is correct. All non-trivial projects will have headaches. When we do our initial planning and scoping of features, we come up with a combination of metrics. One of those metrics we term "headaches", how much anticipated grief the feature will give us.

Share this post

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

  • Advertisement