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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

By : John P. Doran, Casanova
5 (1)
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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

5 (1)
By: John P. Doran, Casanova

Overview of this book

You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that’s what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we’ll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices.
Table of Contents (13 chapters)
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4
Artificial Intelligence Using the State Pattern

Summary

And there we have it! In this first chapter, you've learned some fundamentals about design patterns and also got the Mach5 engine running on your computer.

Specifically, we learned that design patterns are solutions for common programming problems. There are a lot of reasons why we should use them, but in order to use patterns effectively, you first need to know what problem you are trying to solve and which ones can help you in that instance, which is what this book intends to teach you.

We learned how game development is always changing and how important it is to have a plan, as well as an architecture that can support those changes. With that in mind, we learned about various aspects of coding that will be used in the creation of our architecture.

We dived into learning about the separation of concerns principle and how important it is for us to separate the what and how; making it so they do not depend on each other allows us to alter or extend any part of our project with minimal hassle. Afterwards, we explored what interfaces were and how they are useful in giving us a foundation we can build on. Later, we dived into the Mach5 engine, saw an example of how compartmentalized code worked, and the advantages of it. We also saw how using design patterns in games can be a great thing, as well as the problems that they have.

Finally, we downloaded the Mach5 engine ourselves and made sure that it worked correctly. Moving on, in the next chapter, we will tackle our first design pattern, the Singleton, and see how it can be useful to us!

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