Book Image

Game Development Patterns and Best Practices

By : John P. Doran, Matt Casanova
Book Image

Game Development Patterns and Best Practices

By: John P. Doran, Matt 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 (19 chapters)
Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface
4
Artificial Intelligence Using the State Pattern

Chapter overview


In this chapter, we will construct a particle system consisting of two parts: the particle itself, which will be a simple struct, as well as a particle system class that contains the system's data.

We will construct two different types of particle system: an explosion that moves on its own, and a static one that spawns at the position of our player's ship. We will also explore two ways to deal with the system data. The first will be for each particle system to contain its own copy of the system data. Then, after learning about the Flyweight pattern, we will use it to construct separate system data classes that we can assign using files or code. Then, each particle system will simply reference an instance of the system data that it needs.

Your objectives

This chapter will be split into a number of topics. It will contain a simple step-by-step process from beginning to end. Here is the outline of our tasks:

  • Introduction to particles
  • Implementing particles in Mach5
  • Why memory is...