Tag Archive: design

Sep
13
2010

MVC in Games

UML diagram of the monolithic design approach to IslandWar
In the game I’m currently working on, it appears that I’m slowly drifting towards a design that’s a close resemblance of the Model-View-Controller (MVC) pattern, despite originally rejecting the idea because I believed it would require my game world to expose too much of its internal data just so the view could keep track of …

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Sep
02
2010

Input Mocking in XNA

UML diagram of the design for the Nuclex Input library
I have updated my input library to a level where I think I can release it into the Nuclex Framework now. The design was tailored to make the input manager mockable (replaceable with a dummy object for unit testing), but the effort of mocking the entire input manager (versus just one input device) on an …

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Aug
13
2010

To GameComponent or not to GameComponent

UML diagram of the old Nuclex GameComponent design
XNA provides a neat little system for you to organize your game’s different parts in: GameComponents. You can use them to modularize your game’s subsystems, eg. have a GuiComponent, PhysicsComponent, SceneGraphComponent etc. so you avoid having all that code in your Game class, or can use them for your actual game objects in smaller games. …

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Jan
19
2010

Game Architecture Day 2

Welcome to day 2 of the XNA Game Architecture series! I have thought hard about whether I should just assume a certain level of object oriented programming knowledge in this series. People picking up these articles likely already have some knowledge about objects and design, so I settled on a quick run-over of the principles …

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Dec
25
2009

Game Architecture Day 1

Welcome to day 1 of the XNA Game Architecture series! We’re about to create a small 3D Shoot ’em Up using the principles of modern software architecture. If you missed the introduction, this series is about the architecture of games. Instead of focusing on a single concept, we’ll be focusing at how it all comes …

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Dec
20
2009

Game Architecture Series

Series I’m planning to start a short article series: There are a lot of XNA tutorials out there that explain the basics – how to display a sprite, how to do collision detection and how to render a bunch of colorful particles with additive blending. But there aren’t many articles that explain to you how …

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Dec
03
2009

The Meaning of 100% Test Coverage

When I release components, example code or even just helper classes, I often tout 100% test coverage as a feature. Which (as I probably also state often enough :P), means that my unit tests execute 100% of all lines in the source code. But what advantage does this actually bring to a developer, and, just …

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Nov
15
2006

Ball Race – Day 12

I have found a way to solve the ball-falling-into-hole simulation that I am quite happy with as it won’t let the ball sink into the solid parts of the floor and still looks convincing. As soon as the ball crosses a hole, I remember that hole and start the ball’s downward acceleration. While the ball …

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