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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

By : John P. Doran, Casanova
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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

5 (1)
By: John P. Doran, 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 (13 chapters)
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4
Artificial Intelligence Using the State Pattern

How can we control actions through buttons?


In Chapter 3, Improving on the Decorator Pattern with the Component Object Model, we implemented game objects. Now that we have them, it seems trivial to create buttons on the screen. In fact, in genres such as real-time strategy, there is no difference between clickable buttons and game objects. The player can click on any unit or building and give them orders.

At first thought, our buttons could just be game objects. They both have a position, scale, and texture, and that texture will be drawn to the screen. Depending on the game, you might draw your buttons using orthographic projection while the objects will be drawn using perspective projection. However, the differences go deeper than that.

At its core, a button has an action that needs to be performed when it is clicked or selected. This behavior is usually simple; it doesn't require creating an entire state machine class. It does however, require a little thought so we don't end up hardcoding...

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