the gamedesigninitiative at cornell university
Lecture 8
Component Design Recall: Problem with Subclassing
Games have lots of classes
Each game entity is different NPC Needs its own functionality (e.g. object methods) Human Orc Want to avoid redundancies Makes code hard to change Common source of bugs Human Human Orc Orc Warrior Archer Warrior Archer Might be tempted to subclass Common behavior in parents Redundant Behavior Specific behavior in children
the gamedesigninitiative 2 Architecture Patterns at cornell university Recall: Problem with Subclassing
Games have lots of classes
Each game entity is different NPC Needs its own functionality (e.g. object methods) Warrior Archer Want to avoid redundancies Makes code hard to change Common source of bugs Human Orc Human Orc Warrior Warrior Archer Archer Might be tempted to subclass Common behavior in parents Redundant Behavior Specific behavior in children
the gamedesigninitiative 3 Architecture Patterns at cornell university Alternative: Decorator Pattern
New Functionality
OriginalReference to Original Request Decorator Object Functionalitybase object Object
the gamedesigninitiative 4 Architecture Patterns at cornell university Alternate: Delegation Pattern
Original Reference to Request Delegate Object delegate Object
Forward Request
Inversion of the Decorator Pattern
the gamedesigninitiative 5 Architecture Patterns at cornell university Issues with Static Typing
Method in original class Original object class obj.request(arg1,…, argn)
Original Reference to Request Delegate Object delegate Object
Forward Request
the gamedesigninitiative 6 Architecture Patterns at cornell university The Subclass Problem Revisited
Delegates?
NPC Orc
Slot Human Human Orc NPC Slot
Slot Warrior Human Human Orc Orc Warrior Archer Warrior Archer Archer
Redundant Behavior
the gamedesigninitiative 7 Architecture Patterns at cornell university Component-Based Programming
Delegates Role: Set of capabilities Role 1 Class with very little data A collection of methods Slot Role 2 Add it to object as delegate Entity Slot Object gains those methods Slot Role 3 Acts as a “function pointer”
Role 4 Can-it: search object roles Check class of each role Field storing a Better than duck typing single delegate or Possible at compile time? a set of delegates
the gamedesigninitiative 8 Architecture Patterns at cornell university Aside: Objective-C
Delegates are emphasized in Objective-C ObjC protocols function like Java interfaces But implement with a delegate, not a subclass Often leverages message passing Method call is considered a message Can call any method on any object Will get runtime error if method not supported Heavily optimized in latest Apple compilers
the gamedesigninitiative 9 Architecture Patterns at cornell university Aside: Objective-C
Delegates are emphasized in Objective-C ObjC protocols function like Java interfaces But implement with a delegate, not a subclass Often leverages message passing MethodAddresses call is considered Static aTyping message Issue Can call any method on any object Will get runtime error if method not supported Heavily optimized in latest Apple compilers
the gamedesigninitiative 10 Architecture Patterns at cornell university Working With Static Typing
Uniform Method Direct Access
o.doSomething(kitchenSink) if (o has role) { extract role from o role.doSomething(info) }
the gamedesigninitiative 11 Architecture Patterns at cornell university Working With Static Typing
Uniform Method Direct Access
o.doSomething(kitchenSink) if (o has role) { extract role from o role.doSomething(info) }
Problem: Multiple capabilities
the gamedesigninitiative 12 Architecture Patterns at cornell university Working With Static Typing
Uniform Method Direct Access
o.doSomething(kitchenSink) if (o has role) { extract role from o role.doSomething(info) }
Problem: Problem: Multiple capabilities Big switch statements
the gamedesigninitiative 13 Architecture Patterns at cornell university Entities Need Both Is-a and Can-it
Table Chair
Objects share same capabilities in theory. But certain actions are preferred on each.
the gamedesigninitiative 14 Architecture Patterns at cornell university Solving the Problem
Can-It Is-A
Indicated by object roles Indicated by object class Component indicates role But could do more than that Check type of each role Keep a bag of types So again a typing solution Contains of the descriptions “Formal duck typing” that apply to this object Not limited to method name Example: table, heirloom Role type indicates action Why would we do this? name, not a noun
the gamedesigninitiative 15 Architecture Patterns at cornell university Fast Can-It Testing: Bit Vectors
Give each object a bit-vector to cover types Each role is a position in the bit vector Example: 0100101
the gamedesigninitiative 16 Architecture Patterns at cornell university Fast Can-It Testing: Bit Vectors
Give each object a bit-vector to cover types Each role is a position in the bit vector Example: 0100101 Can Build
Can Fight Can Heal
Use array if more than 32/64 roles
the gamedesigninitiative 17 Architecture Patterns at cornell university Fast Can-It Testing: Bit Vectors
Give each object a bit-vector to cover types Each role is a position in the bit vector Example: 0100101 Can Build
Can Fight Can Heal
Use array if more than 32/64 roles Test is quick logical operation. Example: vector & CAN_FIGHT Faster than dynamic typing (why?)
the gamedesigninitiative 18 Architecture Patterns at cornell university Model-Controller Separation Revisited
Model Controller
Store/retrieve object data Process interactions Preserve any invariants Look at current game state Data may include delegates Look for “triggering” event Determines is-a properties Apply interaction outcome Components
? Process game actions ? Attached to a entity (model) Uses the model as context
the Determines can-it properties gamedesigninitiative 19 Architecture Patterns at cornell university Model-Controller Separation Revisited
Model Controller
Store/retrieve object data Process interactions Preserve any invariants Look at current game state Data may include delegates Look for “triggering” event Determines is-a properties Apply interaction outcome
Components Is this always the best idea? ? Process game actions ? Attached to a entity (model) Uses the model as context
the Determines can-it properties gamedesigninitiative 20 Architecture Patterns at cornell university Recall: Lab 3 in CS 3152
the gamedesigninitiative 21 Architecture Patterns at cornell university Processing Actions in Lab 3
GameplayController.cs
Ship.cs
Decides whether to shoot Waits until objects commit Stores intent in the object Checks intent in Ship object But DOES NOT shoot Performs action for intent
the gamedesigninitiative 22 Game Architecture at cornell university Processing Actions in Lab 3
GameplayController.cs
Attach components Ship.cs to controller?
Decides whether to shoot Waits until objects commit Stores intent in the object Checks intent in Ship object But DOES NOT shoot Performs action for intent
the gamedesigninitiative 23 Game Architecture at cornell university Related: Handling the View
Way too much to draw Backgrounds UI elements Update Individual NPCs Other moveable objects Cannot cram all in Draw Draw Put it in game object? But objects are models Violates MVC again
the gamedesigninitiative 24 Architecture Patterns at cornell university First Attempt: A Drawing Canvas
Treat display as a container Often called a canvas Cleared at start of frame Objects added to container Draw contents at frame end Canvas abstracts rendering Passed as reference Hides animation details Like working with widget void draw(Canvas c) { // Specify perspective Implement draw(c) in model // Add to canvas Classic heavyweight model } No problems with extension
the gamedesigninitiative 25 Architecture Patterns at cornell university Problem: Canvas Methods
Ideal Model1 draw(canvas)
Canvas drawShape(…)
Model2 draw(canvas)
the gamedesigninitiative 26 Architecture Patterns at cornell university Problem: Canvas Methods
In Practice Model1 draw(canvas) Canvas
drawShape1(…)
Model2 drawShape2(…) draw(canvas)
the gamedesigninitiative 27 Architecture Patterns at cornell university Views and Components
Slot Component1 Model1 Slot drawShape1(…) Slot Canvas drawPrimitive(…)
Slot Component1 Model2 Slot drawShape1(…) Slot
the gamedesigninitiative 28 Architecture Patterns at cornell university Views and Components
Primitive Slot effects Component1 Model1 Slot drawShape1(…) Slot Complex, Shape-specific Canvas rendering drawPrimitive(…) Slot Component1 Model2 Slot drawShape1(…) Slot
the gamedesigninitiative 29 Architecture Patterns at cornell university Components and AI
NPCs use sense-think-act cycle Alert! Sense: perceive the world Think: choose an action Act: update the game state Act is stored in components Capabilities given by roles Where are sense and think? In the component/role? Yes How do roles interact? This is hard
the gamedesigninitiative 30 Game Architecture at cornell university Why Do They Need to Interact?
Because you are trying to pick an action NPC can only do one action (why?) Think needs all roles to pick best one Why not let each component do an action? Some things can be simultaneously (run + shoot) Only concern is conflicting actions (left vs. right) Can we guarantee components never conflict? Do we have to solve this in thinking-phase?
the gamedesigninitiative 31 Architecture Patterns at cornell university Recall: Rule-Based AI
Have a list of rules R1: if event1 then act1! All if-then statements R2: if event2 then act2! Rules fires if satisfied R3: if event3 then act3! Need to pick one (conflict resolution) R4: if event4 then act4!
Often resolve by order R5: if event5 then act5!
Each rule has a priority R6: if event6 then act6! Higher priorities go first R7: if event7 then act7! “Flattening” conditionals !
the gamedesigninitiative 32 Character AI at cornell university Treat Components the Same
Each component a rule C1: warrior component! Chooses an action C2: archer component! Or possibly none C3: human component More complex than simple if-then rules C4: orc component! Conflict resolution Priorities to components Implies a global Or priorities to actions AI subsytem Resolved globally
the gamedesigninitiative 33 Character AI at cornell university Non-Conflict Resolution?
What if they do not conflict? Commutative, disjoint: Pick just one? move(dx,dy): Apply them both? x = x + dx Only if both commutative y = y + dy damage(d): Treat action as f: S → S hp = hp - d Require f (g(s)) = g( f (s)) Easy if state is disjoint Commutative, not disjoint: Animation is a big problem 2 move actions Each action has animation Addition commutes Same solution as state? Example: walk, push
the gamedesigninitiative 34 Architecture Patterns at cornell university Scalable Games Language
States Effects Assume entities >> roles id x y health vx vy damage Common in certain genres 1 12 342 100 -10 3 50 2 43 12 100 0 5 0 Treat as a database problem 3 123 90 95 9 9 0 Entities are database rows class Unit { Roles are database queries public state int id; Gate checking is a DB join // State with update rules public state float x : (x+vx); public state float y : (y+vy); Updates must all commute public state int hp: (hp-dmg); Language + schema design // effects Trivial conflict resolution public effect float vx : avg; public effect float vy : avg; Surprisingly expressive public effect int dmg : sum; the ... gamedesigninitiative at cornell university Scalable Games Language
public void run() { // Compute # skeletons, group center effect int c : sum; effect float sx : sum, float sy : sum; foreach(Unit u : Extent