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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

Decoupling Code via the Factory Method Pattern

Every project and every game design is going to change. One of the goals of object-oriented programming is to program with that change in mind. This means writing flexible and reusable code so that, when changes happen, the project doesn't fall apart. Unfortunately, the requirements are never fully known and the vision of the designer is never 100% complete. The good news is that newly added features may interact with old features in unexpectedly fun ways, leading to unplanned features being created, which can make for a completely different, and more enjoyable, game.

In the worst-case scenario, the game design may not be fun at all, which can lead to drastic changes in game object types, object behaviors, and even the design of the entire game. In this case, we want to be able to rework our game to try new possibilities with the least amount of change to code...

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