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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

One Instance to Rule Them All - Singletons

Now that we've learned what a design pattern is, as well as why we'd want to use them, let's first talk about a design pattern that most people learn, the Singleton pattern.

The Singleton pattern is probably the most well-known pattern and it is also the one out there that is most often misused. It definitely has the most controversy surrounding it, so when discussing this pattern it is as important (or even more important) to know when not to apply it.

You have been reading a chapter from
Game Development Patterns and Best Practices
Published in: Apr 2017
Publisher: Packt
ISBN-13: 9781787127838
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