Design (LLD) Game Engine like Unreal - Machine Coding

Design (LLD) Game Engine like Unreal - Machine Coding

Features Required:

  1. Scene Management: Manage game scenes, transitions, and loading/unloading of assets.

  2. Rendering Engine: Render graphics, handle shaders, and optimize rendering performance.

  3. Physics Engine: Simulate physics interactions, collisions, and dynamics.

  4. Audio Engine: Manage audio playback, effects, and spatial sound.

  5. Input Handling: Process user input from various devices (keyboard, mouse, controllers).

  6. Entity-Component-System (ECS): Organize game objects using a component-based architecture.

  7. Resource Management: Efficiently load, manage, and reuse game assets (textures, models).

  8. Scripting Engine: Enable scripting for gameplay logic and behavior customization.

  9. Networking: Support multiplayer functionality and online gameplay.

Design Patterns Involved or Used:

  1. Singleton Pattern: Use singletons for core engine components like the rendering engine, physics engine, and audio engine to ensure only one instance is active.

  2. Factory Pattern: Create instances of game objects, assets, and components using factories, promoting encapsulation.

  3. Observer Pattern: Implement event systems for input handling, notifying components about game events.

  4. State Pattern: Manage different states of the game (loading, playing, paused) using state classes.

  5. Command Pattern: Implement input mapping and user actions using command objects.

  6. Composite Pattern: Organize scene hierarchies and game objects using a tree structure.

  7. Flyweight Pattern: Optimize memory usage by reusing shared assets and resources.

  8. Builder Pattern: Construct complex game objects using a builder, configuring different properties.

  9. Adapter Pattern: Convert and standardize input from different devices to a common format.

  10. Strategy Pattern: Choose rendering techniques (forward, deferred) or physics simulation methods based on game requirements.

Code: Detailed Implementation of Classes Based on Each Design Pattern Mentioned Above

// Singleton Pattern
class RenderingEngine {
    private static RenderingEngine instance;
    private RenderingEngine() {}

    public static RenderingEngine getInstance() {
        if (instance == null) {
            instance = new RenderingEngine();
        }
        return instance;
    }

    // Rendering logic
}

// Factory Pattern
class GameObjectFactory {
    public GameObject createGameObject(String type) {
        // Create and return game object based on type
    }
}

// Observer Pattern
class InputManager {
    private List<InputListener> listeners;

    public void addListener(InputListener listener) {
        // Add listener to the list
    }

    public void notifyListeners(InputEvent event) {
        // Notify listeners about input event
    }
}

// State Pattern
interface GameState {
    void update();
    void render();
}

class LoadingState implements GameState {
    // Loading state implementation
}

class PlayingState implements GameState {
    // Playing state implementation
}

// Command Pattern
interface Command {
    void execute();
}

class JumpCommand implements Command {
    // Jump command implementation
}

// Composite Pattern
class GameObject {
    private List<GameObject> children;

    public void addChild(GameObject child) {
        // Add child to the list
    }

    public void update() {
        // Update logic for this object
        for (GameObject child : children) {
            child.update();
        }
    }
}

// Flyweight Pattern
class AssetManager {
    private Map<String, Asset> assets;

    public Asset getAsset(String key) {
        // Return existing asset or create a new one
    }
}

// Builder Pattern
class GameObjectBuilder {
    private String type;
    private Vector3 position;
    private Model model;
    // Other attributes

    public GameObjectBuilder(String type, Vector3 position) {
        this.type = type;
        this.position = position;
    }

    public GameObjectBuilder setModel(Model model) {
        this.model = model;
        return this;
    }

    public GameObject build() {
        // Construct game object using builder attributes
    }
}

// Adapter Pattern
class InputAdapter {
    public InputEvent adaptInput(InputRawData rawData) {
        // Convert raw input data to a standardized event
    }
}

// Strategy Pattern
interface RenderingStrategy {
    void renderScene(Scene scene);
}

class ForwardRenderingStrategy implements RenderingStrategy {
    // Forward rendering implementation
}

class DeferredRenderingStrategy implements RenderingStrategy {
    // Deferred rendering implementation
}

// Scripting Engine
interface Script {
    void execute(GameObject gameObject);
}

class MovementScript implements Script {
    public void execute(GameObject gameObject) {
        // Implement movement behavior for the game object
    }
}

// Networking
class NetworkManager {
    private List<NetworkListener> listeners;

    public void addListener(NetworkListener listener) {
        // Add listener to the list
    }

    public void sendData(byte[] data) {
        // Send data over the network
    }
}

// Entity-Component-System (ECS)
class Component {
    // Base component class
}

class TransformComponent extends Component {
    private Vector3 position;
    private Quaternion rotation;
    private Vector3 scale;

    // Getters and setters
}

class RenderComponent extends Component {
    private Model model;
    private Material material;

    // Getters and setters
}

class PhysicsComponent extends Component {
    private Collider collider;
    private Rigidbody rigidbody;

    // Getters and setters
}

class GameObject {
    private TransformComponent transform;
    private List<Component> components;

    public void addComponent(Component component) {
        // Add component to the list
    }

    public <T extends Component> T getComponent(Class<T> componentType) {
        // Get the first component of the specified type
    }

    public void update() {
        // Update logic for this object
        for (Component component : components) {
            component.update();
        }
    }
}

// Audio Engine
class AudioEngine {
    private List<AudioClip> audioClips;
    private float masterVolume;

    public void loadAudioClip(String path) {
        // Load audio clip from the specified path
    }

    public void playAudioClip(AudioClip clip) {
        // Play the given audio clip
    }

    public void setMasterVolume(float volume) {
        // Set the master volume for all audio
    }
}

class AudioClip {
    private byte[] audioData;
    private float volume;

    public AudioClip(byte[] audioData, float volume) {
        this.audioData = audioData;
        this.volume = volume;
    }

    public byte[] getAudioData() {
        return audioData;
    }

    public float getVolume() {
        return volume;
    }
}

This is a comprehensive implementation of a game engine with the specified features and design patterns. The provided code outlines key classes and their methods, incorporating the design patterns. Further development and refinement are necessary for a complete and functional game engine.

Did you find this article valuable?

Support Subhahu Jain by becoming a sponsor. Any amount is appreciated!