• 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.
Sign in to follow this  
Followers 0
Keyeszx

Few questions about the game engine article.

3 posts in this topic

The article.

http://www.gamedev.net/page/resources/_/technical/game-programming/making-a-game-engine-core-design-principles-r3210

 

So I was wondering a few things about this. What's a singleton? I'm not sure I understand what the person means for scene. When they describe it makes sense but I kind of get loss looking at their code.

 

How does the scene know what game object to add to the scene?

0

Share this post


Link to post
Share on other sites

You could ask that with a comment on the article, as most people here didn't read it and probably doesn't understand the scene->object relationship (as I didn't).

 

But answering to your first question, the one I can answer, a Singleton is a design pattern that forbids the instantiation of more than one object of a given "singleton class". In other words, if you have a Display class in your game, and want to make sure only one Display object is created at a time, you can make your Display class a singleton. So you'll avoid problems like creating two different game windows, in this example.

 

This is one way to do this:

public class Display {
public:
    static Display getInstance() { //This is what you use on your game.
        return SingleInstance;
    }

private:
    private Display(); //This is your constructor, private
                                    //It is private so no one can create new objects
                                    //  but the first one.

    static final Display SingleInstance = new Display(); // The only Display instance.
}
Edited by dejaime
1

Share this post


Link to post
Share on other sites


a Singleton is a design pattern that forbids the instantiation of more than one object of a given "singleton class"

That's one of the two requirements for a singleton.  The other is that there must be a global point of access to the object.

 

Unless both requirements are met -- that is, it would be an error for more than one instance to be created, and you require global access -- a singleton is probably not the best choice. smile.png

0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0