Category Archives: Development

Message Bus (GDD#3)

There’s a common problem in software design that doesn’t only exist in game development called code dependencies. In a project, small or big, every developer comes to the point where several modules depend on each other: The GUI renderer depends on the health points and inventory, the inventory depends on the object pool and player… Read More »

Good Habits, Techniques and Workflows (GDD#2)

Welcome to another article in the Game Development Design series. This article covers good habits, techniques and workflows which are important for a general programming behavior and how to approach developing games (or even applications in general) in a way that will improve your progress. We will talk about some well established techniques in the… Read More »

The Component System (GDD#1.2)

Welcome to part 2 of “Game Development Design: The Component System”. Initially a second part wasn’t planned, but as I got a lot of feedback on part 1 asking about how self-attaching component systems work in detail, I decided to write a more detailed article about that. Let’s quickly recall what a self-attaching component system… Read More »