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

Chapter overview


This chapter is all about learning how to decouple code using the Observer pattern. This chapter is a little different than the others because it isn't about using the Observer pattern to solve one big pattern; it is about learning to apply it to the many little situations that lead to sloppy code throughout a game's development. The Observer pattern will show you that there is a better way.

First, we will explore the inevitable situation of gameplay code leaking into our engine code. Then, we will learn about the Observer pattern and how it can improve these situations. Along the way, we will look at some example code from the Mach5 Engine. However, since this pattern has so many uses, we will focus on how it can be incorporated into a game, as opposed to showing one large specific example.

Your objectives

  • Learn two ways that gameplay code can cause trouble for your engine code
  • Implement the simple Observer pattern example
  • Learn the pros and cons of the Observer pattern