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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 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 inheritance hierarchies are inflexible

The idea that Players, Enemies, Missiles, and Medics should all derive from one base object is very common to programmers new to object-oriented programming. It makes a lot of sense on paper that if you have a Raider and a SuperRaider, one should inherit from the other. I believe this comes from how inheritance is taught. When you are first learning about inheritance, you will almost always see a picture similar to this:

Figure 3.1 - A typical inheritance diagram when learning to program

Many introductory programming courses are so focused on the mechanics of inheritance that they forget to tell you how to use it properly. A picture like the one above makes it easy to understand that ITWorker is an Employee, which is a Person. However, once you go beyond the mechanics, it is time to learn how to use inheritance correctly. This is why books on design patterns exist.

Inheritance...

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