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

The static keyword

Another thing that is important to know before diving into the Singleton pattern is what the static keyword means, as it's something that we will be using the functionality of when building this pattern. When we use the static keyword, there are three main contexts that it'll be used in:

  • Inside a function
  • Inside a class definition
  • In front of a global variable in a program with multiple files

Static keyword inside a function

The first one, being used inside of a function, basically means that once the variable has been initialized, it will stay in the computer's memory until the end of the program, keeping the value that it has through multiple runs of the function. A simple example would be something like this:

#include <string> 

class StaticExamples 
  void InFunction() 
    static int enemyCount = 0; 

    // Increase the value of enemyCount 
    enemyCount += 10; 

    std::string toDisplay = "\n Value of enemyCount:  " +