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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

Introduction to Design Patterns

You've learned how to program, and you've probably created some simple games at this point, but now you want to start building something larger. Perhaps you have tried building an interesting project but you felt like the code was hacked together. Maybe you worked with a team of programmers and you couldn't see eye-to-eye on how to solve problems. Maybe your code didn't integrate well, or features were constantly being added that didn't fit with your original design. Maybe there wasn't a design to begin with. When building larger game projects, it's important that you break apart your problems, focus on writing quality code, and spend your time solving problems unique to your game, as opposed to common programming problems that already have a solution. The old advice don't reinvent the wheel applies to programming as well. One could say that instead of just being someone that writes code, you now need to think like a game developer or software engineer.

Knowing how to program is very similar to knowing a language. It's one thing to use a language to make conversation, but it's quite different if you're trying to create a novel or write poetry. In much the same way as when programmers are writing code in their game projects, you'll need to pick the right parts of the language to use at the best time. To organize your code well, as well as to solve problems that arise time and time again, you'll need to have certain tools. These tools, design patterns, are exactly what this book is about.

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