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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

Triple buffering

Turning on VSync in our games can improve the look of our graphics because we are guaranteed that tearing will never occur. Unfortunately, if our game frame isn't completed in time for the next refresh, the graphics card waits until the next V-Blank to swap buffers. This is true even if our game misses the refresh by only 1/100th of a second. If our frame is off by this short amount, our fps drops to 30. This is because the content of the back buffer hasn't been swapped yet, so we can't start drawing the next frame.

It would be nice if we could start drawing the next frame while still waiting for the V-Blank signal. To do this, we would need an extra framebuffer to draw to while we are waiting. This is exactly how triple buffering works.

For triple buffering we have a total of three framebuffers. For a 1280 x 1024 display with 4 bytes per pixel we would need a total of 15 megabytes...

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