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Game Development Patterns with Godot 4

Game Development Patterns with Godot 4

By : Henrique Campos
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Game Development Patterns with Godot 4

Game Development Patterns with Godot 4

By: Henrique Campos

Overview of this book

Game development demands more than just creativity; it requires code that’s as dynamic and adaptable as the games you dream of creating. Seasoned Godot developer, educator and creator of popular resources like The Essential Guide to Creating Multiplayer Games with Godot 4.0, Henrique Campos introduces you to object-oriented programming design patterns, offering time-tested, reliable solutions to common coding issues. With these patterns, you’ll not only build scalable, maintainable architectures for your games but also gain the confidence to tackle real-world development challenges head-on with Godot's built-in features. In this hands-on guide, you’ll step into the role of a game mechanics engineer tasked with implementing requests from a fictional game designer, simulating the collaborative nature of real-world game development. Using Godot 4.3, you’ll develop a complete platformer game featuring a playable character, enemies with advanced AI, interactive objects, multiple levels, music, and more. Along the way, you’ll master core programming concepts such as SOLID principles, favor composition over inheritance, and have a solid understanding of object-oriented programming along with the principles behind the design patterns. By the end of the book, you’ll be able to diagnose and fix pathologies in your code with ease.
Table of Contents (19 chapters)
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1
Part 1: Object-Oriented Design Principles
6
Part 2: Basic Design Patterns
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12
Part 3: Advanced Design Patterns

Part 2: Basic Design Patterns

After getting introduced to the programming paradigm that we will use throughout the book, it’s time to understand what design patterns are, when we should use them, why we use patterns, and how to implement them in our project.

We will start with patterns that are used the most and we can implement them to achieve basic functionalities in our game projects. These design patterns will help us get used to refactoring bad code and implementing scalable solutions in the form of design patterns.

This part includes the following chapters:

  • Chapter 5, Maintaining Global States with the Singleton Pattern
  • Chapter 6, Decoupling Objects with the Observer Pattern
  • Chapter 7, Spawning Game Objects with the Factory Pattern
  • Chapter 8, Changing Object Behavior with the State Pattern
  • Chapter 9, Designing Actors with the Command Pattern
CONTINUE READING
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Tech Concepts
36
Programming languages
73
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