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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
Author Profile Icon Matt Casanova
Matt Casanova
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns FREE CHAPTER 2. One Instance to Rule Them All - Singletons 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

Summary


In this chapter, we covered a lot of best-practice information, which we hope will give you a good foundation when building your own projects in the future. We touched on why hardcoding values is a bad idea, in addition to making a number of other code-quality suggestions, to ensure that your code is easy to understand and easy to extend from in the future, when it needs to be.

We also learned how iteration is useful in game development, talking about the traditional game development cycle, with tips and tricks about playtesting and how it can be immensely useful when developing your projects.

We also looked into low-level and high-level programming languages, learning about how scripting languages run inside another program that we have to build into our project. They are not compiled but rather interpreted, and are generally easier to use and write code for than a compiled language, but come at the cost of performance. Depending on how complex your game is, it may be a good idea...

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