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 Prototype pattern explained


The Prototype pattern gives us a way to copy a class without knowing the actual type of that class. This is often referred to as a virtual constructor because we can use it to create and copy a derived class while only using a base class pointer or reference. This pattern is most powerful when used with object hierarchies, but it doesn't only need to be used with virtual functions. Another purpose of the Prototype pattern is simply to create a prototypical (or archetypical) instance of an object and to use that to copy from.

Imagine that we are creating a level editor. In the middle of the tool we would have the map of the level. Here we can place tiles, power-ups, enemies, and players. Along the side of the map, we would have all the objects and tiles used in our game that can be placed on the map. This can be seen in the following screenshot:

Figure 6 1 - Example of a Simple Level Editor

Since we are striving for clean code, we have a clear separation between...