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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

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "I’m going to update the ChasePlayerComponent class that already exists in the EngineTest project."

A block of code is set as follows:

class Animal
{
public:
virtual void Speak(void) const //virtual in the base class
{
//Using the Mach 5 console print
M5DEBUG_PRINT("...\n");
}
};

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

class StaticExamples
{
public:
static float classVariable;

static void StaticFunction()
{
// Note, can only use static variables and functions within
// static function
std::string toDisplay = "\n I can be called anywhere!
classVariable value: " +
std::to_string(classVariable);

printf(toDisplay.c_str());
}

void InFunction()
{
static int enemyCount = 0;

// Increase the value of enemyCount
enemyCount += 10;

std::string toDisplay = "\n Value of enemyCount: " +
std::to_string(enemyCount);

printf(toDisplay.c_str());
}
};

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "In order to download new modules, we will go to Files | Settings | Project Name | Project Interpreter."

Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
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