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

Your objective


Over the course of this chapter, we will be looking at a few more important concepts and principles that can make our programs better. Here is an outline of what we will cover and your tasks for this chapter:

  • Learning why using switch statements can be bad
  • Learning the Dependency Inversion Principle
  • Learning the Factory Method pattern
  • Building a Component, Stage, and Object Factory
  • Improve your Factories by using templates

The trouble with switch statements

When first learning to program, simply understanding the grammar of the language is very difficult. Often, new programmers focus on the syntax of a function call or for loop and they don't even think about making reusable, maintainable code. This is partly because they jump into the coding without planning anything out. This is true for games as well. Often, new programmers want to get straight to writing the game and they forget about things such as user interface and pause menus. Things such as the window resolution, enemy placement...