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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Matt Casanova Matt Casanova
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Matt Casanova
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns 2. One Instance to Rule Them All - Singletons FREE CHAPTER 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

LCD monitors


We spent a lot of time talking about how Cathode Ray Tube monitors work. This was important so that we could understand the Vertical Blank interval and how it relates to double buffering. However, it seems a little outdated since LCD and LED monitors are much more common. We aren't going to discuss how these two types of monitors work, because it has no effect on our frame rate. What is important is that these monitors fake the V-Blank signal. Even though they don't need to refresh and have no electron gun, they still send a fake signal to the graphics card. This way, your program can still be locked with the refresh rate of the monitor.

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