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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

Double buffering

The solution to our read/write problem is double buffering. Double buffering is exactly what it sounds like. Instead of using only one framebuffer, we will use two: one for reading and one for writing. Of course, since we now have two framebuffers, we need twice the memory. For a 1280 x 1024 display using 4 bytes per pixel, we need 5 megabytes per framebuffer for a total of 10 megabytes.

Everything up to this point could have been implemented in software by using operating system commands. However, as displays started requiring more memory and more complex images, special hardware was created. Modern graphics cards can contain gigabytes of memory used for framebuffers, textures, 3D triangle meshes, and much more. They can also contain hundreds or even thousands of cores to transform 3D points into pixel data simultaneously.

It is important to understand this because, as a programmer, you don...

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