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

Summary

And there we have it! In this first chapter, you've learned some fundamentals about design patterns and also got the Mach5 engine running on your computer.

Specifically, we learned that design patterns are solutions for common programming problems. There are a lot of reasons why we should use them, but in order to use patterns effectively, you first need to know what problem you are trying to solve and which ones can help you in that instance, which is what this book intends to teach you.

We learned how game development is always changing and how important it is to have a plan, as well as an architecture that can support those changes. With that in mind, we learned about various aspects of coding that will be used in the creation of our architecture.

We dived into learning about the separation of concerns principle and how important it is for us to separate the what and how; making it so they do not depend on each other allows us to alter or extend any part of our project with minimal hassle. Afterwards, we explored what interfaces were and how they are useful in giving us a foundation we can build on. Later, we dived into the Mach5 engine, saw an example of how compartmentalized code worked, and the advantages of it. We also saw how using design patterns in games can be a great thing, as well as the problems that they have.

Finally, we downloaded the Mach5 engine ourselves and made sure that it worked correctly. Moving on, in the next chapter, we will tackle our first design pattern, the Singleton, and see how it can be useful to us!

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