Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

Arrow left icon
Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
Arrow right icon
Authors (2):
Arrow left icon
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
Arrow right icon
View More author details
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

Benefits of using the Observer pattern


At the start of this chapter we saw three problems with interacting gameplay code. As we said before, these problems aren't that big, but they creep up all over the place and can lead to inflexible code as the project moves forward. The Observer pattern solves these problems in a very simple way.

The biggest benefit of using the Observer pattern is that we can reduce dependency and coupling. By using the Push version of the Observer pattern, our classes can interact completely through interfaces, so they don't depend on each other at all. In the preceding example, the Player and Player Display are completely decoupled. This means that changes to one won't affect the other. For starters, this makes each class easier to test and debug because they can be worked on separately. However, this also means that as the game changes, these classes can change independently. This means the individual class can easily be reused within the current project or in separate...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime