Over the course of this chapter, we will be discussing the idea of design patterns as well as the thought processes to be going through when deciding to use them. We will also be setting up our project and installing everything necessary to work with the Mach5 engine, which was written by one of the authors.
Game Development Patterns and Best Practices
By :
Game Development Patterns and Best Practices
By:
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 (19 chapters)
Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface
Free Chapter
Introduction to Design Patterns
One Instance to Rule Them All - Singletons
Creating Flexibility with the Component Object Model
Artificial Intelligence Using the State Pattern
Decoupling Code via the Factory Method Pattern
Creating Objects with the Prototype Pattern
Improving Performance with Object Pools
Controlling the UI via the Command Pattern
Decoupling Gameplay via the Observer Pattern
Sharing Objects with the Flyweight Pattern
Understanding Graphics and Animation
Customer Reviews