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

Learning when to use scripting in a game


Scripting languages are something that can be quite beneficial to developers when working on a team with multiple disciplines in it. But before we dive into what they are and how they work, and the pros and cons of using a scripting language, it's best to get a bit of a history lesson in terms of how code executes.

Introduction to assembly

Underneath the hood, all the code that we have written over the course of this book is ones and zeroes indicating what switches should be marked as on and off by our computer's processor. Low-level programming languages such as machine language use these switches to execute commands. This was the only way to program to begin with, but we have developed more readable languages for us to work with instead.

Starting with assembly languages, low-level languages have a very strong connection between the language's instructions and the machine code's instructions. While more readable than a sequence of 0s and 1s, it was...