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Expert C++

You're reading from   Expert C++ Become a proficient programmer by learning coding best practices with C++17 and C++20's latest features

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781804617830
Length 604 pages
Edition 2nd Edition
Languages
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Authors (5):
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Araks Tigranyan Araks Tigranyan
Author Profile Icon Araks Tigranyan
Araks Tigranyan
Shunguang Wu Shunguang Wu
Author Profile Icon Shunguang Wu
Shunguang Wu
John Asatryan John Asatryan
Author Profile Icon John Asatryan
John Asatryan
Marcelo Guerra Hahn Marcelo Guerra Hahn
Author Profile Icon Marcelo Guerra Hahn
Marcelo Guerra Hahn
Vardan Grigoryan Vardan Grigoryan
Author Profile Icon Vardan Grigoryan
Vardan Grigoryan
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Toc

Table of Contents (24) Chapters Close

Preface 1. Part 1:Under the Hood of C++ Programming
2. Chapter 1: Building C++ Applications FREE CHAPTER 3. Chapter 2: Beyond Object-Oriented Programming 4. Chapter 3: Understanding and Designing Templates 5. Chapter 4: Template Meta Programming 6. Chapter 5: Memory Management and Smart Pointers 7. Part 2: Designing Robust and Efficient Applications
8. Chapter 6: Digging into Data Structures and Algorithms in STL 9. Chapter 7: Advanced Data Structures 10. Chapter 8: Functional Programming 11. Chapter 9: Concurrency and Multithreading 12. Chapter 10: Designing Concurrent Data Structures 13. Chapter 11: Designing World-Ready Applications 14. Chapter 12: Incorporating Design Patterns in C++ Applications 15. Chapter 13: Networking and Security 16. Chapter 14: Debugging and Testing 17. Chapter 15: Large-Scale Application Design 18. Part 3:C++ in the AI World
19. Chapter 16: Understanding and Using C++ in Machine Learning Tasks 20. Chapter 17: Using C++ in Data Science 21. Chapter 18: Designing and Implementing a Data Analysis Framework 22. Index 23. Other Books You May Enjoy

Design patterns in game development

This section will discuss common uses of design patterns in game development. We will explore using some of the patterns from the previous chapter, combined with the introduction of two new patterns (the flyweight pattern and the state pattern).

For this purpose, we’ll implement a hybrid of an action and strategy game, where the player controls a group of agents fighting another group of agents. As part of this game, we will use the following patterns:

  • Singleton: The singleton pattern can be used to manage global resources across the game, such as the game manager, the audio system, and the input system.
  • Factory pattern: The factory pattern can create different game objects, such as agents, weapons, and ammunition.
  • Flyweight pattern: The flyweight pattern can manage game assets, such as terrain, textures, and animation.
  • Observer pattern: The observer pattern can be used to monitor player actions and produce the appropriate...
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