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

The Singleton in action - the Application class


The Singleton pattern achieves its ability to be accessible anywhere easily by having a special function that we use to get the Singleton object. When this function is called, we will check whether that object has been created yet. If it has, then we will simple return a reference to the object. If not, we will create it, and then return a reference to the newly created object.

Now, in addition to having this way to access it, we also want to block off our user from being able to create them, so we will need to define our class constructors to be private.

Now that we have an understanding of some implementations of the Singleton, we have one other version, which is what we actually used within the Mach5 engine.

In Mach5, the only Singletons that are included are aspects of the engine code. The engine code is designed to work with any game, meaning there is nothing gameplay-specific about it, which means that it doesn't need to have instances since...