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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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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

Why memory is still an issue


The particle system that we are currently showing is probably running well enough on some computers, but note that a large number of the variables that we have created hold data that will never change once we've initialized them. Now, generally in programming we would mark a variable that wouldn't change as const, but we don't set the variable until we read from a file. We could potentially make the variables static, but there's also the chance that we may want to have more particle systems in the future and I don't want to create an archetype for each one.

If we continue to spawn many particles, the memory that it takes up will increase and we will be wasting valuable space in memory that we could be using for other purposes. To solve this issue, we will employ the Flyweight pattern.

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