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Game Development Patterns and Best Practices
Game Development Patterns and Best Practices

Game Development Patterns and Best Practices: Better games, less hassle

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Profile Icon Casanova Profile Icon John P. Doran
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Paperback Apr 2017 394 pages 1st Edition
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Arrow left icon
Profile Icon Casanova Profile Icon John P. Doran
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£36.99
Full star icon Full star icon Full star icon Full star icon Full star icon 5 (1 Ratings)
Paperback Apr 2017 394 pages 1st Edition
eBook
£20.98 £29.99
Paperback
£36.99
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Free Trial
Renews at £16.99p/m
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Game Development Patterns and Best Practices

One Instance to Rule Them All - Singletons

Now that we've learned what a design pattern is, as well as why we'd want to use them, let's first talk about a design pattern that most people learn, the Singleton pattern.

The Singleton pattern is probably the most well-known pattern and it is also the one out there that is most often misused. It definitely has the most controversy surrounding it, so when discussing this pattern it is as important (or even more important) to know when not to apply it.

Chapter overview

In this chapter, we will explain about the pattern and many arguments for and against it. We will describe how and why core systems within the Mach5 engine such as the Graphics Engine and Object Manager are utilized as Singletons. Finally, we will explain a number of different ways to implement this in C++, along with the pros and cons of each choice.

Your objective

This chapter will be split into a number of topics. It will contain a simple step-by-step process from beginning to end. Here is the outline of our tasks:

  • An overview of class access specifiers
  • Pros and cons of global access
  • Understanding the static keyword
  • What is a Singleton?
  • Learning about templates
  • Templatizing Singletons
  • The advantages and disadvantages of only one instance
  • The Singleton in action: the Application class
  • Design decisions

An overview on class access specifiers

When using an object-oriented programming language, one of the most important features included is the ability to hide data, preventing classes from accessing properties and functions of another class type by default. By using access specifiers such as public, private, and protected, we can dictate specifically how the data and/or functions can be accessed from other classes:

class ModifierExamples 
{
public int publicInteger;
private void PrivateMethod() {}
protected float protectedNumber;
};

A class can have unlimited variables or functions that are public, private, or protected and can even control access to entire sections of the class:

class MoreModifierExamples 
{
public:
// until we reach another tag, all variables and functions
// will be public
int publicIntegar;
int anotherExample;

private:
// Now, they'll be private
void PrivateFunction...

The static keyword

Another thing that is important to know before diving into the Singleton pattern is what the static keyword means, as it's something that we will be using the functionality of when building this pattern. When we use the static keyword, there are three main contexts that it'll be used in:

  • Inside a function
  • Inside a class definition
  • In front of a global variable in a program with multiple files

Static keyword inside a function

The first one, being used inside of a function, basically means that once the variable has been initialized, it will stay in the computer's memory until the end of the program, keeping the value that it has through multiple runs of the function. A simple example would be something like this:

#include <string...

Chapter overview


In this chapter, we will explain about the pattern and many arguments for and against it. We will describe how and why core systems within the Mach5 engine such as the Graphics Engine and Object Manager are utilized as Singletons. Finally, we will explain a number of different ways to implement this in C++, along with the pros and cons of each choice.

Your objective


This chapter will be split into a number of topics. It will contain a simple step-by-step process from beginning to end. Here is the outline of our tasks:

  • An overview of class access specifiers
  • Pros and cons of global access
  • Understanding the static keyword
  • What is a Singleton?
  • Learning about templates
  • Templatizing Singletons
  • The advantages and disadvantages of only one instance
  • The Singleton in action: the Application class
  • Design decisions

An overview on class access specifiers


When using an object-oriented programming language, one of the most important features included is the ability to hide data, preventing classes from accessing properties and functions of another class type by default. By using access specifiers such as public, private, and protected, we can dictate specifically how the data and/or functions can be accessed from other classes:

class ModifierExamples 
{ 
  public int publicInteger; 
  private void PrivateMethod() {} 
  protected float protectedNumber; 
};

A class can have unlimited variables or functions that are public, private, or protected and can even control access to entire sections of the class:

class MoreModifierExamples 
{ 
  public: 
    // until we reach another tag, all variables and functions  
    // will be public 
    int publicIntegar; 
    int anotherExample; 

  private: 
    // Now, they'll be private 
    void PrivateFunction() {} 
    double safeValue; 

  protected: 
    // And now...

The static keyword


Another thing that is important to know before diving into the Singleton pattern is what the static keyword means, as it's something that we will be using the functionality of when building this pattern. When we use the static keyword, there are three main contexts that it'll be used in:

  • Inside a function
  • Inside a class definition
  • In front of a global variable in a program with multiple files

Static keyword inside a function

The first one, being used inside of a function, basically means that once the variable has been initialized, it will stay in the computer's memory until the end of the program, keeping the value that it has through multiple runs of the function. A simple example would be something like this:

#include <string> 

class StaticExamples 
{ 
public: 
  void InFunction() 
  { 
    static int enemyCount = 0; 

    // Increase the value of enemyCount 
    enemyCount += 10; 

    std::string toDisplay = "\n Value of enemyCount:  " +  
                std::to_string...

Pros and cons of global variables


To reiterate, a global variable is a variable that is declared outside of a function or class. Doing this makes our variable accessible in every function, hence us calling it global. When being taught programming in school, we were often told that global variables are a bad thing or at least, that modifying global variables in a function is considered to be poor programming practice.

There are numerous reasons why using global variables is a bad idea:

  • Source code is the easiest to understand when the scope of the elements used is limited. Adding in global variables that can be read or modified anywhere in the program makes it much harder to keep track of where things are being done, as well as making it harder to comprehend when bringing on new developers.
  • Since a global variable can be modified anywhere, we lose any control over being able to confirm that the data contained in the variable is valid. For instance, you may only want to support up to a certain...

What is a Singleton?


The Singleton pattern in a nutshell is where you have a class that you can access anywhere within your project, due to the fact that only one object (instance) of that class is created (instantiated). The pattern provides a way for programmers to give access to a class's information globally by creating a single instance of an object in your game.

Whereas there are quite a few issues with using global variables, you can think of a Singleton as an improved global variable due to the fact that you cannot create more than one. With this in mind, the Singleton pattern is an attractive choice for classes that only have a unique instance in your game project, such as your graphics pipeline and input libraries, as having more than one of these in your projects doesn't make sense.

This single object uses a static variable and static functions to be able to access the object without having to pass it through all of our code.

In the Mach5 engine, Singletons are used for the application...

Learning about templates


Another technique to add to your toolbox of programming concepts that we will use in the next section is the idea of templates. Templates are a way for you to be able to create generic classes that can be extended to have the same functionality for different datatypes. It's another form of abstraction, letting you define a base set of behavior for a class without knowing what type of data will be used on it. If you've used the STL before, you've already been using templates, perhaps without knowing it. That's why the list class can contain any kind of object.

Here's an example of a simple templated class:

#include <iostream> // std::cout 

template <class T> 
class TemplateExample 
{ 
public: 
  // Constructor 
  TemplateExample(); 
  // Destructor 
  ~TemplateExample(); 
  // Function 
  T TemplatedFunction(T); 
};

In this case, we created our TemplateExample class and it has three functions. The constructor and deconstructor look normal, but then I have...

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Key benefits

  • • Untangle your game development workflow, make cleaner code, and create structurally solid games
  • • Implement key programming patterns that will enable you to make efficient AI and remove duplication
  • • Optimize your game using memory management techniques

Description

You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that’s what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we’ll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices.

Who is this book for?

If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed.

What you will learn

  • • Learn what design patterns are and why you would want to use them
  • • Reduce the maintenance burden with well-tested, cleaner code
  • • Employ the singleton pattern effectively to reduce your compiler workload
  • • Use the factory pattern to help you create different objects with the same creation logic and reduce coding time
  • • Improve game performance with Object Pools
  • • Allow game play to interact with physics or graphics in an abstract way
  • • Refractor your code to remove common code smells
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Publication date : Apr 27, 2017
Length: 394 pages
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Language : English
ISBN-13 : 9781787127838
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Length: 394 pages
Edition : 1st
Language : English
ISBN-13 : 9781787127838
Languages :
Concepts :

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Table of Contents

12 Chapters
Introduction to Design Patterns Chevron down icon Chevron up icon
One Instance to Rule Them All - Singletons Chevron down icon Chevron up icon
Creating Flexibility with the Component Object Model Chevron down icon Chevron up icon
Artificial Intelligence Using the State Pattern Chevron down icon Chevron up icon
Decoupling Code via the Factory Method Pattern Chevron down icon Chevron up icon
Creating Objects with the Prototype Pattern Chevron down icon Chevron up icon
Improving Performance with Object Pools Chevron down icon Chevron up icon
Controlling the UI via the Command Pattern Chevron down icon Chevron up icon
Decoupling Gameplay via the Observer Pattern Chevron down icon Chevron up icon
Sharing Objects with the Flyweight Pattern Chevron down icon Chevron up icon
Understanding Graphics and Animation Chevron down icon Chevron up icon
Best Practices Chevron down icon Chevron up icon

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