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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

By : John P. Doran, Casanova
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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

5 (1)
By: John P. Doran, 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 (13 chapters)
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4
Artificial Intelligence Using the State Pattern

Creating Flexibility with the Component Object Model

In the last chapter, we saw how the Singleton pattern can help us solve the problem of creating and using the big core engines of our game. The engine code is designed to work with any game, meaning there is nothing gameplay-specific about it. So as the game design evolves, we don't need to worry about changes in game design breaking our engine. The goal when writing code for a graphics or physics engine is to make it as reusable or game-agnostic as possible. This means that when you are done making the current game, you should be able to use the code in the next game with very little or no change. The way to do this is to separate the engine code from anything related to the specific game.

Game objects, on the other hand, are completely specific to our game. If the game changes, all our object types will need to change as well. If we are making a platformer...

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