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

Implementing a basic object pool

Let's first start off by creating an object pool for a simple class that we can create multiples of:

class GameObject 
  // Character's health 
  int currentHealth; 
  int maxHealth; 

  // Character's name 
  std::string name; 

  void Initialize(std::string _name = "Unnamed", 
     int _maxHealth = -1); 
  std::string GetInfo(); 


So, this sample GameObject class contains a name of the object to identify it by and some example properties to make the class seem more game-object-like. Obviously, you can easily add more properties and the same principles apply. In this case, we have a function called Initialize, which provides both a set and reset of values for the class. Finally, I added in a GetInfo function to print out information about the class so we can verify that things are working correctly.

The implementation for the class will look something like this: