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

Double buffering

The solution to our read/write problem is double buffering. Double buffering is exactly what it sounds like. Instead of using only one framebuffer, we will use two: one for reading and one for writing. Of course, since we now have two framebuffers, we need twice the memory. For a 1280 x 1024 display using 4 bytes per pixel, we need 5 megabytes per framebuffer for a total of 10 megabytes.

Everything up to this point could have been implemented in software by using operating system commands. However, as displays started requiring more memory and more complex images, special hardware was created. Modern graphics cards can contain gigabytes of memory used for framebuffers, textures, 3D triangle meshes, and much more. They can also contain hundreds or even thousands of cores to transform 3D points into pixel data simultaneously.

It is important to understand this because, as a programmer, you don't need to implement double buffering yourself. It is implemented at a hardware level...