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Questions tagged [messaging]

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1 answer
80 views

Chat/private messages in online browser game and SPAM

I have an online browser game that I am working on in my free time with a couple thousand players total. I want to implement either a private messaging system or some chat so that players will be able ...
1 vote
1 answer
451 views

Unity InputSystem will Send but not Broadcast

I'm trying to organise my project so that each MonoBehaviour receives relevant impulses/actions and handles them. I have the following: InputManager: Empty game ...
Basic's user avatar
  • 1,287
9 votes
2 answers
9k views

How to disconnect all signals of an emitter?

This a follow-up question of this one I want to disconnect multiple signals before using queue_free(). In docs we have: ...
2 votes
1 answer
2k views

How do signals work when queue_free is called?

Consider this setup: * KinematicBody2D (Player) |- Sprite (icon.png) |- VisibilityNotifier2D With Player.gd: ...
2 votes
2 answers
2k views

Event queue: tell or ask?

I'm working my way through a lot of game development resources, coming from a completely different field of software development, I'm interested in learning what patterns are frequently used in game ...
0 votes
1 answer
99 views

Message Passing b/w "LAN Server Only" and "LAN Client" on Different Scenes in Unity

I want to pass message back and forth on client and server which are on different scenes, how can I do that in Unity?** Following is my Scenario:- I have 5 scenes- BaseScene (2) OfflineScene (3) ...
1 vote
1 answer
262 views

Seeking to streamline message system in my engine (C++)

So been building up my own custom engine, and one core bit of it is a message system to keep all the systems disconnected. As it currently stands I have it take in a pointer to every other system, ...
1 vote
1 answer
229 views

How do I avoid big switches in my message system?

I've been implementing a message system for my small engine, and I have started to think about optimizing and maintaining it. Right now, my message class looks like this (at its simplest - only member ...
Pins's user avatar
  • 589
0 votes
0 answers
134 views

Change entity's size based on health [ECS]

I'm making a kind of entity component system framework and I have a doubt: I have two components 'health_damage', 'physic' (which contains position, weight,...) and 'sprite' (position, dimensions...)....
-1 votes
2 answers
96 views

How do I properly set criterias, when sending search requests in messaging system?

I'm designing a game engine in C++, and I ran into a problem with my messaging system. The "RequestData, ResultData" system is ...
Tudvari's user avatar
  • 781
0 votes
3 answers
243 views

How to prevent sending semantically wrong messages in event based architecture?

I have created the following architecture in C++: ReceiveMessage has two important parameters: Scope, which defines the scope, ...
1 vote
1 answer
230 views

Unity C# - moving objects and Debug.Log; show multiple messages only once (easy but stuck)

I have the following scenario: a sphere is moving towards an object it can see (a cube). The cube is moving randomly through the landscape. The sphere will keep following it. I have a script that ...
1 vote
1 answer
439 views

How to pass arguments with BungeeCord/Bukkit plugin messaging

I am trying to send a plugin message from Bukkit, to BungeeCord, but can not figure out how to send arguments. Here is the code from the Bukkit plugin, which sends the message: ...
0 votes
1 answer
184 views

Component messaging system - using integers vs message objects

I'm currently working on a component based system for my game, and I've decided to use a messaging system to communicate between components. I've read some on the subject and it seems that most people ...
1 vote
2 answers
3k views

How to design parameters for events

I'm working on the event system for my engine, and have some trouble deciding what types of parameters my events should have to be both generic and specific at the same time. I want to be able to ...

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