Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

Arrow left icon
Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
Arrow right icon
Authors (2):
Arrow left icon
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
Arrow right icon
View More author details
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

Chapter overview


In this chapter, we will be focusing on creating a game object that is flexible enough to adapt as our game design changes. We will do this by first looking at the two most common ways that new programmers create a game object, and the problems that arise when we use these approaches. Then we will discuss two design patterns that can help us solve our problem. Finally, we will arrive at our solution of creating a reusable, flexible game object. Since we know our game design and game objects are likely to change, the questions we are going to answer are the following:

  • Is it possible to write game objects in a reusable way?
  • How can we decouple our game objects from our core engine code?
  • If we have a reusable game object, how can we make it flexible enough to use in different games or account for changes in our game design while the game is being developed?

Along the way, we will discuss a few important design principles that will come up again and again in this book that will...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime