Game Engine Loop: Functions and Components

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Questions and Answers

Which of the following best describes the primary function of the game loop in a game engine?

  • To only manage user interface elements and display them on the screen.
  • To handle initial setup and resource loading before the game starts.
  • To continuously process user input, game logic, and rendering until the game ends. (correct)
  • To manage the freeing of memory and resources after the game is over.

Data loaded within the game loop does not need to be released before exiting the game loop.

False (B)

What is the phase that occurs after the game loop breaks, and what is its primary purpose?

freeing / releasing resources

In a game engine, the main loop is responsible for handling user input, executing game logic, and reflecting the result on the ______.

<p>screen</p> Signup and view all the answers

Match each game engine component with a stage of the engine's loop.

<p>Initialization = Setting up initial game data and resources Game Loop = Executing game logic and handling user input. Freeing = Releasing resources and memory.</p> Signup and view all the answers

What is the typical response of an application if a system component fails to initialize properly before entering the game loop?

<p>The application quits with an appropriate error message. (D)</p> Signup and view all the answers

Resource allocation and release primarily occur within the game loop to optimize performance during active gameplay.

<p>False (B)</p> Signup and view all the answers

What is the first action the game loop undertakes after initializing all hardware-related components?

<p>Loading the current state</p> Signup and view all the answers

Upon exiting the game loop, all allocated devices should be ______ before the application exits to prevent any resource leaks or system instability.

<p>released</p> Signup and view all the answers

Match the following game loop actions with their respective descriptions:

<p>Loading the current state = Retrieving the data required for the current game state from storage. Resetting the frame rate controller = Re-establishing the target frame rate to maintain consistent game speed. Initializing the current state = Preparing state data for initial use. Freeing the current state = Releasing resources used by the current state.</p> Signup and view all the answers

Flashcards

Game Loop

The main loop in a game that handles user input, game logic, and rendering until the user quits.

Initialization Part

The part of an application that prepares the system for use, loading necessary data and resources.

Freeing Part

The part of an application that releases all loaded data and resources when the application is closed.

Data Management Rule

Data loaded in one component should be released in the same component upon exit.

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Application Flow

A typical application structure involves initializing, running a loop, and then freeing resources.

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System Component Initialization

Initialization of system components that occurs once before the game loop begins. Failure leads to application termination.

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Resource Release

Releasing allocated devices (video, input) to free resources upon exiting the application, after the game loop.

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State Loop Actions

Loading, resetting frame rate, initializing, looping (until state switch or reset), freeing, and unloading.

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State Switching

The process of switching from one game state to another, remaining in the new state until another switch is required.

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Study Notes

  • Game State Manager and Function Pointers

Game Engine Design

  • Any application involves a general initialization followed by a loop until the user quits.
  • The loop manages input, game logic, and screen reflection.
  • In games, its referred to as the "game loop".
  • When the loop ends, there's a "freeing" part that releases loaded data.
  • Data loaded within the game loop should be released before exiting to maintain code consistency and improve stability.
  • Data loaded in one component should be released in that same component upon exiting.

System Component Management

  • Game code needs to initialize system components before entering game code and the game loop.
  • Such components establish necessary hardware functionalities and are used later in the game.
  • Examples include setting up an input, video, and audio devices, allocating video buffers, and deciding hardware/software division of the pipeline.
  • System component initialization should be done just once.
  • If a component fails to initialize, the game quits with an error.
  • If all system components initialize correctly, frame rate controller and game state variables are then initialized.
  • Devices that were allocated should be released the game loop.
  • Input device allocations during the initialization stage should be released upon exiting the application.

Game Loop

  • Following hardware component initialization, the application enters the game loop.
  • The process will keep looping until a specific game exit condition is met.
  • Load Current State: This involves loading all of the state's data, assuming that a restart is not in progress.
  • Resets the frame rate controller
  • Initialize Current State: Make all state data ready for the first time.
  • State Loop: A conditional loop continues running until the game switches to a new state or the current state is reset.
  • Frees current state upon exit.
  • Unload state data when not restarting.

Handling Game States

  • State Switching: Games switch to a new state until another switch is needed.
  • Reasons for switching include level completion, losing, or pressing a key.
  • Restarting a state qualifies as a state switch. Special care is taken to avoid unloading or reloading data when a state is restarted.
  • A state loop exists within the game loop so a state should have its loop
  • The condition to break out of the state loop is to set the next-wanted state indicator to a different state than the current one.
  • When the next state is requested, the game runs the current state until the end of the current frame.
  • State switch occurs at the next state loop condition check.

Loading/Unloading

  • Every state should load data upon entering and exiting.
  • Each state uses distinct elements such as backgrounds, sprites, animations, and sound effects,
  • Data loading/unloading is slow due to disk files so it is completed in loading or introduction levels.
  • Outside the state loop, loading/unloading state data should occur.
  • CPU and GPU power is spent updating and rendering the game within the state loop without being wasted on loading/unloading data.

State Restarting

  • Restarting a state resembles switching to a different state in the initial steps.
  • The next state indicator can be set to “RESTART”, and therefore break the state loop.
  • Condition checks prevent game data from unloading/reloading unlike switching to another state.
  • Calls its free and initialize functions - resetting the state's is not specific to restarting.

System Components

  • Game state manager was explained previously.
  • Frame rate controller assists consistent game speed.

Frame Rate Controller

  • The amount of time needed to complete 1 frame in games (updating objects, AI, collisions, physics, input, rendering) is extremely inconsistent.
  • Influenced by factors like detail level, number of visible objects, effects, AI depth, collision types and physics iterations.
  • Frame rate controller ensures running a consistent speed.
  • Each frame requires a specific pre-set amount of time.
  • The check is to see how much time the current from took occurs at the beginning of each time.
  • If a frame completes quicker than the pre-set amount: the game "waits" by creating an empty loop until the time is met.
  • If a frame takes longer, optimize by avoiding rendering objects and reduce the number of effects used.
  • The frame rate controller can include functionalities like count the number of frames since the game or current state started, and track how much time the last frame used.
  • Because beginning and ending time is important, the frame rate controller should be called at those points.
  • Minimum time for the system is 1 millisecond.

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