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Learning GDScript by Developing a Game with Godot 4

You're reading from  Learning GDScript by Developing a Game with Godot 4

Product type Book
Published in May 2024
Publisher Packt
ISBN-13 9781804616987
Pages 378 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Sander Vanhove Sander Vanhove
Profile icon Sander Vanhove
Toc

Table of Contents (22) Chapters close

Preface 1. Part 1:Learning How to Program
2. Chapter 1: Setting Up the Environment 3. Chapter 2: Getting Familiar with Variables and Control Flow 4. Chapter 3: Grouping Information in Arrays, Loops, and Dictionaries 5. Chapter 4: Bringing Structure with Methods and Classes 6. Chapter 5: How and Why to Keep Your Code Clean 7. Part 2: Making a Game in Godot Engine
8. Chapter 6: Creating a World of Your Own in Godot 9. Chapter 7: Making the Character Move 10. Chapter 8: Splitting and Reusing Scenes 11. Chapter 9: Cameras, Collisions, and Collectibles 12. Chapter 10: Creating Menus, Making Enemies, and Using Autoloads 13. Chapter 11: Playing Together with Multiplayer 14. Part 3: Deepening Our Knowledge
15. Chapter 12: Exporting to Multiple Platforms 16. Chapter 13: OOP Continued and Advanced Topics 17. Chapter 14: Advanced Programming Patterns 18. Chapter 15: Using the File System 19. Chapter 16: What Next? 20. Index 21. Other Books You May Enjoy

What are programming patterns?

I’ll be honest – we are not the first people to create games, or to write software for that matter. But this is actually a good thing; it means that many others before us encountered the same problems that we might have too. They thought up solutions to these problems in one way or another, and we can now make use of these solutions in our own games and software.

Programming patterns, or software design patterns, are descriptions or templates that tell us how we can solve certain problems while programming. They are not completely implemented solutions; they just give us directions on how we could tackle whatever we are trying to solve. A programming pattern tells us how we can organize our code for different outcomes.

To express these patterns, there are different parts that are important:

  • The name: How the pattern is called.
  • The problem: What the pattern is trying to solve.
  • The solution: How the pattern will work...
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