The document discusses using a component-based entity system architecture for developing a large mobile tower defense game with over 500 playable characters, complex item systems, and multiple game modes. A component-based entity system separates game objects into reusable components and uses independent processing systems, which makes the architecture easy to understand, maintain, and adapt to changing requirements. This fits well with a data-driven development approach using a database like MongoDB. The document recommends using an open-source entity system framework like Artemis and processing components in parallel threads to take advantage of the architecture.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
Video and related blog posts at fsharpforfunandprofit.com/ettt
Follow along as I ridiculously over-engineer a simple game to demonstrate how functional programming can be used to create a real-world "enterprise-ready" application.
Topics covered include: encoding business rules into types, data hiding with parametric polymorphism, using functions for capability-based security, exposing a REST API with HATEAOS, the functional approach to logging, actors, scalability and more.
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
My 10 days with Phaser.js - WarsawJS Meetup #13Piotr Kowalski
Video: https://www.youtube.com/watch?v=klDeljOKDjU
O tym jak przez kolejne 10 dni pisałem grę z użyciem Phaser.js. Fabuła gry opiera się na anime Dragon Ball. Grafikę do gry robiłem własnoręcznie, o czym możecie się przekonać wchodząc na www.dragonballplay.com, gdzie znajduje się wersja v1.0 tego projektu. Codziennie poświęcałem 5-6 godzin po pracy, aby od 1 do 10 września stworzyć pełnoprawną grę internetową.
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engi...Piccolo Engine
Follow us
YouTube: https://www.youtube.com/@piccoloengine
Website: https://games104.boomingtech.com/
WeChat Official Accounts: games104
GitHub: https://github.com/BoomingTech/Piccolo
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice
This course will introduce the system architecture, technical points, and engine system-related knowledge involved in modern game engines. Through this course, you can build a comprehensive and complete understanding of game engines. If your hands-on ability is strong enough, you will be able to follow the course and build a complete mini-game engine from 0 to 1. This course is suitable for students in related professional fields, researchers, and anyone interested in game engine design and development.
This was a triumph: Evolving intelligent bots for videogames. And for Science. Pablo García Sánchez
Presentation given to students from IES Montes Orientales about our work on computational intellgence for games by Geneura group of the University of Granada.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
Video and related blog posts at fsharpforfunandprofit.com/ettt
Follow along as I ridiculously over-engineer a simple game to demonstrate how functional programming can be used to create a real-world "enterprise-ready" application.
Topics covered include: encoding business rules into types, data hiding with parametric polymorphism, using functions for capability-based security, exposing a REST API with HATEAOS, the functional approach to logging, actors, scalability and more.
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
My 10 days with Phaser.js - WarsawJS Meetup #13Piotr Kowalski
Video: https://www.youtube.com/watch?v=klDeljOKDjU
O tym jak przez kolejne 10 dni pisałem grę z użyciem Phaser.js. Fabuła gry opiera się na anime Dragon Ball. Grafikę do gry robiłem własnoręcznie, o czym możecie się przekonać wchodząc na www.dragonballplay.com, gdzie znajduje się wersja v1.0 tego projektu. Codziennie poświęcałem 5-6 godzin po pracy, aby od 1 do 10 września stworzyć pełnoprawną grę internetową.
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engi...Piccolo Engine
Follow us
YouTube: https://www.youtube.com/@piccoloengine
Website: https://games104.boomingtech.com/
WeChat Official Accounts: games104
GitHub: https://github.com/BoomingTech/Piccolo
Lecture 02: Layered Architecture of Game Engine | GAMES104 - Modern Game Engine: Theory and Practice
This course will introduce the system architecture, technical points, and engine system-related knowledge involved in modern game engines. Through this course, you can build a comprehensive and complete understanding of game engines. If your hands-on ability is strong enough, you will be able to follow the course and build a complete mini-game engine from 0 to 1. This course is suitable for students in related professional fields, researchers, and anyone interested in game engine design and development.
This was a triumph: Evolving intelligent bots for videogames. And for Science. Pablo García Sánchez
Presentation given to students from IES Montes Orientales about our work on computational intellgence for games by Geneura group of the University of Granada.
OGDC2013_ After effects in 2D Game Animation - lite _ Mr Nguyen Dang Quangogdc
Presentation in OGDC 2013 organized by VNG Corp.
Get full version (video included), please contact spearker Nguyen Dang Quang through quangnd@vng.com.vn
24. Game data & config need to be
human-friendly and easy to change
• Game designers & operators are lazy human beings
Anh Cody ơi
giảm base dam,
tăng máu cho
Thạch Sanh hộ
em
Tự vào admin panel
chỉnh đê!!!
25. Short on time, while requirements
change fast
• Reuse as much as possible
• Adapt to change
26. What is the most suitable
architecture forVTT?
28. Game objects usually share common (set of) functionalities
Bird Collision,Graphics,Animation,
TouchHandling
Pipe Collision,Graphics, Movement
Ground Collision,Graphics, Movement
31. Mixins or Multiple-inheritance. No!!!
Bird Pipe Ground
Collidable
(Collision)
Renderable
Animatable
(Animation)
Movable
(Movement)
Pipe
Checkpoint
Base Game
Object
32. It’s hard to create a good OO
architecture for bigger & more
complicated games
• Impossible to build a good OOP class hierachy
• Where to put logic code that process objects of 2+
different classes?
• Easy to make mistake when working in team
37. Entities – Components
Graphics Anim Move
Along Path
Attack Skill Collection
Bonus
Officer (defend) x x x x x
Officer (run) x x x
Soldier (defend) x x x
Soldier (run) x x x
Animal x x x
• Decompose game entities by capabilities into reusable components
– Components contains only data
– Each entity has an unique ID and a list of components
• Create entities by picking the desired components
38. Systems
• Divide game aspects into systems
• Systems process only entities they care about in each game loop
Move Along
Path Sys
Animation
Sys
Collection
Bonus Sys Attack Sys Skill Sys
Officer
(defend)
Officer (run)
Soldier
(defend)
Soldier (run) Animal
42. Goes hand-in-hand with
Data-Driven Methodology
• Components are just data, separated from game logic. Entities are just
bag of components
– Can be stored & retrieved from anywhere
– Human can make changes easily
43. MongoDB as database
• Flexible data structure, welcomes changes
• Easy synchronization between client / backend
48. References
• A Data-DrivenGame Object System
http://scottbilas.com/files/2002/gdc_san_jose/game_objects_slides.ppt
• Entity Systems are the future of MMOG development
http://t-machine.org/index.php/2007/11/11/entity-systems-are-the-
future-of-mmog-development-part-2/
• EvolveYour Hierarchy
http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
• http://gamedev.stackexchange.com/a/31491