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

Transitioning to ParticleSystems


So with that in mind, what we will do is separate the information that will be shared by each particle, which we will call a ParticleSystem:

// Abstract class for us to derive from 
class ParticleSystem 
{ 
public: 
  float lifeTime; 
  M5Vec2 startScale; 
  float endScale; 

  // Pure virtual functions 
  virtual void Init(M5Object * object) = 0; 
  virtual void Update(M5Object * object, float dt, float lifeLeft) = 0; 

  float Lerp(float start, float end, float fraction); 

}; 

The class acts as our intrinsic state, which is shared. Since the starting scale, end scale, and lifetime of our object never change, it makes sense for these variables to be shared instead of each object having one. In our previous example, we only had one particle system, but we may want the ability to have more as well, and it's when we start using it that some of the benefits of the Flyweight pattern become even more apparent. That's why we gave this class two virtual functions...

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