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Game Architecture

1. Introduction

Game architecture is the underlying structure that defines how a game is organized, including how components interact with each other. A well-structured game architecture can improve maintainability, scalability, and performance.

2. Core Concepts

Note: Understanding core concepts is crucial for effective game design.
  • Game Loop
  • Entity-Component System (ECS)
  • Rendering Pipeline
  • Scene Management

Game Loop

The game loop is the central part of any game architecture. It repeatedly executes game logic, updates the game state, and renders graphics.


while (gameRunning) {
    processInput();
    updateGameLogic();
    renderGraphics();
}
        

Entity-Component System (ECS)

ECS is a design pattern that promotes composition over inheritance. It allows for greater flexibility in defining game objects.


class Entity {
    // Unique identifier
    int id;
}

class Component {
    // Base class for components
}

class System {
    // Logic that processes entities with specific components
}
        

3. Game Design Patterns

  1. Singleton Pattern
  2. Observer Pattern
  3. State Pattern
  4. Command Pattern
Tip: Use design patterns to solve common problems in game development.

4. Best Practices

  • Keep code modular and reusable.
  • Use version control to manage changes.
  • Document your architecture for future reference.
  • Test components individually before integration.

5. FAQ

What is the main benefit of using ECS?

ECS allows for better organization of game objects and can lead to performance optimizations through data-oriented design.

How does the game loop affect performance?

The efficiency of the game loop can significantly impact frame rates and responsiveness, making it a critical part of game architecture.