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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

By : John P. Doran, Casanova
5 (1)
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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

Decoupling Code via the Factory Method Pattern

Every project and every game design is going to change. One of the goals of object-oriented programming is to program with that change in mind. This means writing flexible and reusable code so that, when changes happen, the project doesn't fall apart. Unfortunately, the requirements are never fully known and the vision of the designer is never 100% complete. The good news is that newly added features may interact with old features in unexpectedly fun ways, leading to unplanned features being created, which can make for a completely different, and more enjoyable, game.

In the worst-case scenario, the game design may not be fun at all, which can lead to drastic changes in game object types, object behaviors, and even the design of the entire game. In this case, we want to be able to rework our game to try new possibilities with the least amount of change to code...

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