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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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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

Your objective


Over the course of this chapter, we will be looking at a few more important concepts and principles that can make our programs better. Here is an outline of what we will cover and your tasks for this chapter:

  • Learning why using switch statements can be bad
  • Learning the Dependency Inversion Principle
  • Learning the Factory Method pattern
  • Building a Component, Stage, and Object Factory
  • Improve your Factories by using templates

The trouble with switch statements

When first learning to program, simply understanding the grammar of the language is very difficult. Often, new programmers focus on the syntax of a function call or for loop and they don't even think about making reusable, maintainable code. This is partly because they jump into the coding without planning anything out. This is true for games as well. Often, new programmers want to get straight to writing the game and they forget about things such as user interface and pause menus. Things such as the window resolution, enemy placement...

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