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 Object Pool pattern explained


Previously, we talked about the Singleton design pattern and how it's used to create a single instance of something inside of our project, often something static. We know there is only one and it's only created once, and that we can share it with the rest of our project without issues. However, the Singleton pattern only works when the instance is initialized.

The object pool is similar but, instead of one object, we want to have a group (or pool) of objects (or instances) that we can refer to within the rest of the project. Whenever the project wants to access these objects, we have another object called an object pool, which acts as a liaison between the project and the objects themselves.

Also called a resource pool or an N-ton elsewhere in computer science (but most frequently in game development referred to as an object pool) you can think of the object pool as having a similar role to a manager. When our program wants an object to work with, the manager...