Game architecture and game Architecture Design

Source: Internet
Author: User

Game architecture and game Architecture Design

A successful game is divided into the following parts:

I. Application Layer

II Game Logic

III Game View

The above is an abstract Summary of the components of a game.

The following is a simple analysis of each part:

I Application

A. Devices

1. Input

2. Files

3. RAM

4. Time

B. Operating System

1. Language

2. DLL

3. Threads

4. Network

C. Game Lifetime

1. Core Libs

2. Main Loop

3. Init & Shutdown


II Game Logic Layer-Authoritative

A. Game State & Data Structures

B. Physics

C. Events

D. Process Manager

E. Command Interpreter


III Game View-Human

A. Display

1. 3D Scenes

2. User Interface

3. Video

B. Audio

1. SFX

2. Music

3. Speech

C. Input Interpreter

D. Process Manager

E. Options


IV Game View-AI Agent

A. Stimulus Interpreter

B. demo-system

C. Process Manager

D. Options


In the future, I will discuss several technologies used in game development.



I am an O & M engineer of a web game company. I am mainly responsible for the architecture of the game server and ask my colleagues how to treat them?

It seems pretty good to see your information! This mainly depends on whether there is space for development. I think you can go to the oil game to check whether there are professionals in this industry. It will be helpful for you to exchange ideas.

Different Game Engine game frameworks

A game engine is a main program used to control game functions. For example, a game engine receives input from player control information and selects an appropriate sound for playing at an appropriate volume. 2D or 3D games, even a 1 MB game, no matter what the form of the game is (it is a role-playing game, real-time strategy game, adventure puzzle game or action shooting game) there are similar control code. The engine is equivalent to the game framework. After the framework is completed, level designers, modelers, and animators can fill in the content.
The purpose of the engine is to allow developers to focus on the compilation of game logic, while minimizing the underlying compilation.
Therefore, engine encapsulation is essential. But the engine is not just encapsulation. If the engine is only encapsulation, then the engine is too simple.
The most important function of the engine is to provide a framework that can manage various modules of the game, such as the rendering module, GUI, physical system, and scenario module (including, role, NPC, various Objects ).... And so on. Then game developers work in this framework. With this framework, the engine knows how to best manage various client resources (here I only talk about the client), in order to make the game run more efficiently. The performance of an engine framework directly affects the engine's scalability, portability, operation efficiency, readability, and accessibility. Writing a few modules is not very difficult. It is difficult to write a framework so that the framework can manage each module,
That is to say, let the engine manage various client resources. This means that the engine needs to manage the client game code, rather than the client game code. Only in this way can game developers concentrate on implementing the game logic, and the engine can also achieve the highest running efficiency.
 

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