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

Summary


In this chapter, we focused on the communication between reusable engine code and game specific gameplay code. We learned that it can be difficult to make a clear distinction between these two parts because the gameplay code has the potential to creep into every system. This makes sense because to make a game, you must write code that interacts with every other system. However, this means reusing code is a little difficult.

We saw that the solution to this was to decouple our engine and gameplay code by having all communication go through interface classes. These interface classes were the basis for what is known as the Observer pattern. By using this pattern, we can make our code much cleaner and easier to use, and reuse.

The Observer pattern is as easy as it gets when it comes to design patterns. Few patterns are as simple to implement or understand. Once you start using it you will wonder how you ever programmed without it. However, we also learned there are some things to watch...