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I'm interested in writing a game engine (mostly just as an "academic" exercise, but hopefully it will be usable in general).

I've been searching online for tutorials to help me with designing the architecture of the engine, but I haven't really found much. I'm aware that there are a few sub-systems that I will need to manage (resources, levels, game objects and collisions between them, etc.) but I have no idea what is the best way to go about creating and managing these sub-systems.

Can any one help me out to start with this, either by providing me with some info, or by giving me links (or both)?

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5 Answers

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Have a look at this: Game Engine Architecture by Jason Gregory. It's a very good book. Has some 3D content but if you're more into 2D, you can just skip the graphics related parts.

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Definitely read through the slides from Scott Bilas of Gas Powered Games GDC 2002 Presentation He's describes a "component approach" he used for Dungeon Siege. It is the same approach the guys from Push Button Labs (Garage Games alum) are using on their new Push Button Engine.

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Enginuity by Richard Fine is a good introductory tutorial. You can learn quite a bit.

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Welcome and thanks for taking part! – MrPhil Jan 13 at 15:41
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I've been playing with Crystal Space recently, you might be able to deduce some things by reading some of its' documentation or source code.

[EDIT] I've just come across a tutorial for implementing a simple game engine in SDL (it's about half way down the page): gpwiki.

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Mike McShaffry's Book Game Coding Complete offers a very practical approach to game architecture including a big source code package freely available at Google Code that demonstrates what he's talking about in the book. Also there's a portal with forum supporting the book with a more or less active community.

I am currently in the middle of reading it myself and so far after 500 pages I've learned a lot from it concerning topics like: Game Architecture, Resource Caching, Game Event Management, Game Processes, separating Game Logic from the Operating System dependant stuff, etc.

Although it can be difficult at times to get the big picture it's a great starting point if you want to know how to manage all those sub-systems and create a solid game engine.

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I'm in the middle of reading it too. – Amos Apr 16 at 16:01

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