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

Your objectives

Here is an outline of the topics we will cover and your tasks for this chapter:
  • Learn the trouble with using a factory for game objects
  • Implement the Prototype pattern
  • Learn how the Mach5 engine uses the Prototype pattern
  • Implement components within the Mach5 Engine
  • Learn how to define objects completely in a file

The trouble with using a factory for game objects

In Chapter 5, Decoupling Code via the Factory Method Pattern we learned how to use a Dynamic Factory to decouple our stages, components, and objects from higher level modules. We did this by placing the dependencies of each derived class into a separate builder class instead of a high-level module. Let's look at an example of creating a derived type stage builder:

#include "M5StageBuilder.h" 

class SplashStageBuilder: public M5StageBuilder 
  virtual M5Stage* Build(void); 

#include "SplashStageBuilder.h"