Game Programming Paradigms. Michael Chung
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1 Game Programming Paradigms Michael Chung
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6 CS248, 10 years ago...
7 Goals
8 Goals 1. High level tips for your project s game architecture
9 Goals 1. High level tips for your project s game architecture 2. Some perspective on where Unity falls short
10 Outline Game loops and simulations Handling interactions Controls Entity component system
11 Outline Game loops and simulations Handling interactions Controls Entity component system
12 Game Loop Game loops handle all game simulation logic: - Add / remove entities Handle player inputs Update game logic systems Handle movement, physics and collisions Generate state for the view layer
13 Game Loop Game loops decouple your simulation timeline from: - User input Processor speed
14 Unity s Game Loop
15 Unity s Game Loop Game logic in Update()? Worry less about view interpolation Couples simulation frequency with rendering loop
16 Unity s Game Loop Game logic in FixedUpdate()? In sync with physics loop Easier to reason with a discrete quantized timeline Your views will be jittery if you don t interpolate correctly
17 Unity s Game Loop What about ordering of behavior within game loop?
18 Unity s Game Loop
19 Unity s Game Loop
20 Unity s Game Loop
21 Unity s Game Loop You can order component priorities with a customized script execution order. But that means you are defining one ordering for: - Initialization Updates Teardown Not always convenient: - Hard to make sense of the merged ordering Maybe you want different orderings
22 Unity s Game Loop You may also have cyclical dependencies between components during your initialization steps. You could split components to solve this problem, but that may require you to update a lot of prefabs, and may increase coupling between components. You could split initialization code between Awake() and Start(), but that s really bad. A good way to solve this problem is to separate your behaviors from your state, and not use Unity s callbacks for most of your components.
23 Simulation Object that encapsulates loop and state
24 Simulation In Unity, there is one simulation running at all times. You have very little control over it: - You can t fast forward / rewind / replay You can t instantiate multiple simulations You can t differentiate initialization order from update order You can t define multiple initialization / update behaviors on the same component
25 Simulation You can solve all of these problems by creating your own simulation class.
26 Multiple Simulations
27 Multiple Simulations
28 Outline Game loops and simulations Handling interactions Controls Entity component system
29 Interaction Resolution
30 Interaction Resolution
31 Interaction Resolution
32 Interaction Resolution Slap!
33 Interaction Resolution
34 Interaction Resolution
35 Interaction Resolution
36 Interaction Resolution
37 Interaction Resolution
38 Interaction Resolution
39 Interaction Resolution
40 Interaction Resolution
41 Interaction Resolution
42 Interaction Resolution Do we care? Maybe. - Turn based simulations Competitive games Consistently biased small advantages can add up
43 Double buffering
44 Double buffering
45 Double buffering After swapping, instead of a buffer clear on the active buffer, we do a buffer copy. The buffer copy can be unnecessarily expensive: - Game states can be large Usually only a small portion of the game state changes each tick Potentially use this concept on pieces of state, or avoid it completely.
46 Message queues
47 Message queues
48 Message queues
49 Outline Game loops and simulations Handling interactions Controls Entity component system
50 Controls
51 Controls - Command Pattern
52 Controls - Command Pattern
53 Controls - Command Pattern
54 Controls - Input Handlers
55 Controls - Input Handlers
56 Controls - Input Handlers
57 Controls - Input with duration Some controls are kept activated. For example, holding a button down for movement.
58 Controls - Input with duration Could try this: - Activation command on key down Deactivation command on key up
59 Controls - Input with duration Could try this: - Activation command on key down Deactivation command on key up Couple problems: - Callbacks may be missed Conflicting controls could be a problem
60 Controls - Input with duration You could poll the input state, and keep track of input handler activation.
61 Controls - Input with duration
62 Controls - Input with duration
63 Controls - Input with duration
64 Controls - Input with duration
65 Controls - Input with duration Let s update our input handlers for Jump and Fire.
66 Controls - Input with duration Now add input handlers for moving left and right.
67 Controls - Simultaneous inputs What about conflicting controls? What happens when you press multiple buttons at the same time?
68 Controls - Simultaneous inputs
69 Controls - Simultaneous inputs
70 Controls - Simultaneous inputs
71 Controls - Simultaneous inputs
72 Controls - Simultaneous inputs
73 Controls - Simultaneous inputs
74 Controls - Simultaneous inputs Sometimes you want to handle only one input at a time out of a set of inputs.
75 Controls - Simultaneous inputs Sometimes you want to handle only one input at a time out of a set of inputs. Priority of input may be based on various factors: - How recent is the input? What are the gameplay effects of the input?
76 Controls - Simultaneous inputs Sometimes you want to handle only one input at a time out of a set of inputs. Priority of input may be based on various factors: - How recent is the input? What are the gameplay effects of the input? Are these relationships gameplay rules, or input rules?
77 Controls - Simultaneous inputs You can use state machines, not only for animation, but also for gameplay logic. In our movement system, you are either idle, moving left, or moving right.
78 Controls - Simultaneous inputs
79 Controls - Simultaneous inputs Let s examine our movement code again. Releasing one direction button could end movement in the opposite direction. We don t want that.
80 Controls - Simultaneous inputs Instead of requesting velocity modifications, we request state transitions.
81 Outline Game loops and simulations Handling interactions Controls Entity component system
82 Entity Component System (ECS) All interactive objects in your game are Entities. Each Entity is associated with a collection of Components. Plural quantities of certain types of Components may exist on an Entity.
83 Entity Component System (ECS)
84 Entity Component System (ECS)
85 Entity Component System (ECS)
86 Unity s ECS
87 Unity s ECS
88 Unity s ECS
89 Unity s ECS Two problems with Unity s ECS: - No view / model separation - Probably not a huge problem for your final projects Becomes a problem when you make a networked multiplayer game
90 Unity s ECS Two problems with Unity s ECS: - No view / model separation - - Probably not a huge problem for your final projects Becomes a problem when you make a networked multiplayer game No behavior / state separation - You can build this on top of Unity s system, by creating your own simulation code
91 Behavior and State Separation It may help to separate behaviors from state. Why? - Behaviors need to be organized and ordered in the game loop, but state does not. Modularization of behaviors is not clear if they are in the same class as the state.
92 Behavior and State Separation
93 Behavior and State Separation
94 Behavior and State Separation
95 Behavior and State Separation
96 Behavior and State Separation
97 Review
98 Review 1. Game loops and simulations a. b. c. Unity calls your code via callbacks, such as Awake(), Start(), FixedUpdate(), Update() You can customize the script execution order (be careful) Consider making a simulation class / component, to gain control
99 Review 1. Game loops and simulations a. b. c. 2. Unity calls your code via callbacks, such as Awake(), Start(), FixedUpdate(), Update() You can customize the script execution order (be careful) Consider making a simulation class / component, to gain control Handling interactions a. b. Double buffering Message queues
100 Review 1. Game loops and simulations a. b. c. 2. Handling interactions a. b. 3. Unity calls your code via callbacks, such as Awake(), Start(), FixedUpdate(), Update() You can customize the script execution order (be careful) Consider making a simulation class / component, to gain control Double buffering Message queues Controls a. b. Commands and input handlers Resolve conflicts in your gameplay logic, possibly by using state machines
101 Review 1. Game loops and simulations a. b. c. 2. Handling interactions a. b. 3. Double buffering Message queues Controls a. b. 4. Unity calls your code via callbacks, such as Awake(), Start(), FixedUpdate(), Update() You can customize the script execution order (be careful) Consider making a simulation class / component, to gain control Commands and input handlers Resolve conflicts in your gameplay logic, possibly by using state machines Entity component system a. b. Unity s ECS is very versatile You can write your own classes / components to extend it i. View / model separation ii. Behavior / state separation
102 Contact Happy to provide help on final projects and career planning! Reach out to me at
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