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

Why inheritance hierarchies are inflexible

The idea that Players, Enemies, Missiles, and Medics should all derive from one base object is very common to programmers new to object-oriented programming. It makes a lot of sense on paper that if you have a Raider and a SuperRaider, one should inherit from the other. I believe this comes from how inheritance is taught. When you are first learning about inheritance, you will almost always see a picture similar to this:

Figure 3.1 - A typical inheritance diagram when learning to program

Many introductory programming courses are so focused on the mechanics of inheritance that they forget to tell you how to use it properly. A picture like the one above makes it easy to understand that ITWorker is an Employee, which is a Person. However, once you go beyond the mechanics, it is time to learn how to use inheritance correctly. This is why books on design patterns exist.

Inheritance is a powerful tool that lets us extend classes by adding members and methods...