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

Examples of the clone method in Mach5


So far, we have seen simple examples of how the Prototype pattern is implemented. If you thought that the examples were easy, you are in luck--it doesn't get much harder than that. We also discussed a few ways in which an object instance and a virtual constructor can be useful in a game. Now let's look at how the Mach 5 Engine uses the Prototype pattern in the M5Component and M5Object classes. Since the M5Object class uses the M5Component Clone method, let's look at the components first.

In Chapter 3, Improving on the Decorator Pattern with the Component Object Model, we examined almost all the methods and member variables in the M5Component class. However, the method we didn't talk about was the Clone method:

//! M5Component.h 
class M5Component 
{ 
public: 
//! virtual constructor for M5Component, must override 
virtual M5Component* Clone(void) const = 0;   

//The rest of the class is the same as before 
}; 

As you can see, the M5Component class implements...