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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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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

Chapter overview

In this chapter, we will be focusing on fundamental ideas and techniques that will improve your code and improve your game. These ideas come from years of programming as well as years of teaching. If these seem simple and obvious, that is great. However, we chose these topics because they are things that we, the authors, struggled with early on, or that our students struggled with.

Your objectives

Over the course of this chapter we will be discussing a number of topics:
  • Learn fundamental code quality techniques
  • Learn and understand the uses of the const keyword
  • Learn how iteration can improve your game and code design
  • Learn when to use scripting in a game
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