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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

Time-based movement and animation


We have covered a lot so far in this chapter. We have been looking at the frame rate and refresh rate so we can understand how it relates to what is displayed on screen. However, the frame rate of a game has the chance to impact upon every engine of the game. It can even affect testing and debugging during development.

At the start of a game's development, the game logic isn't very complicated and the unit count is very low. For this reason, it is common to see thousands of frames per second. As development continues, this frame rate will slowly drop to hundreds and then (hopefully) settle around 60 frames per second. Imagine if there was some game logic to spawn an enemy once every 10 frames. Depending on where we are in the development cycle, we might be spawning six or sixty enemies every second. This makes the game very hard to test and debug because it is not consistent.

What makes this problem even more interesting is that, even within a single play...

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