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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

Why you should care about memory


As a programmer, you're probably already used to using new and delete (or malloc and free if you're writing C), and you may be wondering why you would want to handle memory by yourself when it's already built into the language and is easy to use. Well, the first thing is that like most aspects of using a high-level programming language, you do not know what is going on behind the scenes. If you write your own logic to handle memory, you can create your own statistics and additional debugging support, such as automatically initializing data. You can also check for things such as memory leaks.

However, for game developers the most important aspect to look into is that of performance. Allocating memory for a single object or thousands of them at once is approximately the same time as the computer needs to look through your computer's memory for an opening that isn't being used, and then give you the address to the beginning of that contiguous piece of memory...

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