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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

What is a programming pattern?


Programming patterns, or design patterns, at they're more commonly referred to, are reusable and widely-implemented solutions to a given problem. That is not to say that these patterns exist as some sort of libraries out there, although there are libraries based on them. Instead, a programming pattern is more of an idea or a strategy. It is a well laid out plan on tackling a certain problem, the best possible answer to a given problematic situation, proven by time and experience, which is one of the the best reasons they should be used.

There are quite a few design patterns out there, as well as books, tutorials and even classes dedicated solely to understanding and implementing them. For our purposes, we're going to be covering four: the entity component system, event queue, observer and factory patterns. We'll be talking about each one separately, as they're non overlapping in function, even though they can be working together.

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