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

Implementing particles in Mach5


Now that we know what particles are, let's put them into Mach5 so we can get an example of how they work. We will be creating particles to follow our ship while it moves in a similar fashion to a smoke trail. This will be a great way to show an example of particles on the screen but, to have something to show, we will first need to bring a new archetype into the game.

To do that, open up the Example Code folder for this chapter and bring the particle.tga file into the EngineTest/Textures folder of your Visual Studio project.

After that, open up the EngineTest/ArcheTypes folder, create a new text file called Particle.ini, and fill it with the following info:

posX   = 0 
posY   = 0 
velX   = 0 
velY   = 0 
scaleX = 2.5 
scaleY = 2.5 
rot    = 0 
rotVel = 0 
components =  GfxComponent ParticleComponent 

[GfxComponent] 
texture = particle.tga 
drawSpace = world 

After that, we need the Mach5 engine to support our new object, so go to the EngineTest folder and then...