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

Introduction to the Flyweight pattern


The Gang of Four states that a Flyweight is a shared object that can be used in multiple contexts simultaneously. Similarly to flyweight in boxing, which is the lightweight boxing category, we can have a lighter object that can be used in different places in our system simultaneously.

While not used terribly often nowadays, the Flyweight pattern can be very helpful in scenarios when memory is constrained.

A Flyweight will consist of two parts: the intrinsic state and the extrinsic state. The intrinsic state is the part that can be shared. The extrinsic state is modified based on the context it's being used in and, as such, cannot be shared.

Let's take a look at a UML diagram to see a closer look:

We have the FlyweightFactory class, which is used to manage the Flyweights. Whenever we request one, we will either give one that's been created or create a new one ourselves.

The Flyweight object itself has data that is of whatever type is needed, as long as it...