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
- 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
- Singleton Pattern
- Observer Pattern
- State Pattern
- Command Pattern
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.