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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

Summary

We have really covered a lot in this chapter. Now, you know more about how computer monitors work than you probably ever wanted. In this chapter, we dived into the nitty gritty details of framebuffers and how pixels are colored on screen. We saw that having a frame rate that was out-of-sync with the monitor can cause tearing. We also looked at how double buffering and using VSync can fix this problem. Unfortunately, we also saw that VSync can cause problems of its own. We also looked at triple buffering and saw the pros and cons there. In the end, there is no perfect answer. There will always be some trade-off. You must either accept tearing or the possibility of a drastic drop in frame rate due to VSync.

Finally, we finished this chapter by looking at how our frame rate affects the rest of our gameplay code. Specifically, we looked at physics and animation, and learned that we must use time-based physics...

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