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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

The Observer pattern explained


The intent of the Observer pattern is to define a one-to-many relationship between objects. When the state of one object changes, all its dependents are notified. The typical names for the objects in this pattern are the Subject (the one), and the Observers (the many). The Subject will contain data that the Observers need to know about. Instead of the usual situation of classes requesting data from another (polling), our Subject will notify a list of Observers when the data has changed.

The terms Subject and Observers may seem a little confusing at first. However, this concept is very easy, and one that most of us are familiar with. When trying to understand the Observer pattern, think of a blog and subscribers. In this case, the blog is the Subject and the subscribers are the Observers.

A blog may be updated once a day, once a week, once a month, or even less. Readers of the blog have the option to check for updates as much as they want, however this can waste...

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