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
About the Authors
About the Reviewers
Customer Feedback
Artificial Intelligence Using the State Pattern

Chapter overview

This chapter is a little different than the ones before because it isn't focused on a design pattern. Instead we will focus on the low-level details of graphics so we can better understand how our code affects moving and animating our game objects.

First, we will look at how a computer monitor works. We will dive into the details of pixels and screen resolutions. We will look at how pixels are drawn on screen as well as understand the concept of tearing, learn why we hear so much about frames per second (fps), and why games try to achieve 30 or 60 frames per second.

Next, we will look at timing in games. We will learn why we want a consistent frame rate. We will also look at what happens when our frame rate isn't consistent and how we can ensure that our frame time stays consistent throughout the game.

Your objectives

  • Learn how computer monitors work and what a refresh rate is
  • Learn about double buffering and why it is used for graphics
  • Learn about time-based movement and animation...