• Advertisement
Sign in to follow this  

Game code architecture, best practices for sharing?

This topic is 1613 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've worked on lots of games in a half dozen studios, and I've noticed that the architecture of game code with respect to sharing is often ad-hoc and unplanned (some would say this is an understatement). But I've also noticed that in good studios, it tends to approach a pattern like so:
  • Product: product specific (ex: MyAwesomeGameApp class)
  • Engine: game-type specific (ex: MMOScene class)
  • Core: shared by most games (ex: Vector2 class)
  • Platform: platform specific (ex: File class)

(There is variation of course (usually for worse). For example, I've seen Product and Engine mixed up, with a Core that's mixed with Platform-specific code)


Sharing usually happens at the Core and Platform level, with merges being more dicey in Engine, with no Product-level sharing (beyond the first copy and paste). But real sharing is also rare, and takes lots of effort.


I'm wondering if there's a more codified list of best practices out there for organizing and sharing code in studios where there are many games in development. While I understand that you can't share everything, I'm looking for examples of architectures and policies that worked well.



Edited by Hanoixan

Share this post

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

  • Advertisement