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 a lot on creating flexible code. Since we are using the Component Object Model with our game objects, we want to make sure that, as our objects change, they handle that change well. This means we don't want to modify lots of other files as we playtest and balance our objects.

We said at the beginning of this chapter that the goal for our game objects is to completely define them in a file. Since we are using components in our objects, we want to define the components that are used by the objects within the file as well. By defining objects in a file, our programmers are free to work on other code and the designers can work on balance and play testing without fear of breaking the game or introducing bugs.

After looking at a simple example of the Prototype pattern, we looked at how it is used in the Mach5 Engine. We saw both the M5Component class and the M5Object use a Clone method to make copying objects easy. These of course, were used by the M5ObjectManager...