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

Advantages/disadvantages of using only one instance

There is the possibility that as you continue your project, something that looks at the time to be a thing that you'll only need one of will suddenly turn into something you need more of down the road. In games, one of the easiest examples would be that of a player. When starting the game, you may think you're only going to have one player, but maybe later you decide to add co-op. Depending on what you did before, that can be a small or huge change to the project.

Finally, one of the more common mistakes we see once programmers learn about Singletons, is to create managers for everything, and then make the managers all Singletons.