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 have explored many different ways to create a game object. We have seen the problems with using monolithic objects or large inheritance trees. We now know that neither of those approaches scale when creating a large game. They both suffer from the problem of giant bloated classes and dependencies in our code.

We have also seen the flexibility that using the Component Object Model can bring to our games. It lets programmers focus on writing new code, while allowing designers to use that code to create new object types, even at runtime. Since we can now define objects completely in a file, we can create a tool that will let our designer, or even players, make completely new objects, or possibly a new game.

We also briefly touched on the performance issues related to using the Component Object Model. While these can be a problem, it is much better to focus on algorithmic optimizations then very low-level CPU instruction optimizations. We will revisit these problems...