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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

Preface

As your programs get larger, it is critical that you understand how to write code in such a way that classes and modules can communicate with each other in an intelligent way. Knowing how to write code that is clean and extensible is critical for the success of medium to large scale projects, especially if there are multiple programmers involved. We don't want to spend time rewriting another programmer’s code because it is easier than figuring out how the original code works. Likewise, we don’t want other programmers to be confused by our code and rewrite solutions to problems that we already solved.
This book explores the ins and outs of the most common ways to design code so that it can be understood, reused, maintained, and extended if necessary. These common design patterns will make communication between classes simple and clean. Whether you are using a commercial game engine or writing your own from scratch, knowledge of these patterns will make your game project more likely to succeed.
Each chapter of this book explores one of the most used design patterns for games. Together we discuss the problems that we are trying to solve and how a specific pattern can be of use to us. Within each chapter, we also cover the pros and cons of the pattern so you are better equipped to know when to use it. This book is not a "cook book". Using a pattern in your project isn’t as simple as copying some code that we provide. Instead of learning recipes for code, we are going to learn the fundamentals of how a game engine should be written.
We will do this by looking at lots of code examples. As we said, these example, can’t simply be copy and pasted into any project. However, by understanding how these examples fit into the specific project for this book, you can implement them in any project.

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