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

Operator overloading in C++


We now have a good foundation to build on, but we can actually make our object pool much nicer to use. One of the cooler features in C++ is the fact that you can override the default behaviors of operators, typically referred to as operator overloading. This is done with functions being created with specific names that contain the operator keyword, followed by what operator you want to define. Just like regular functions, they have return types as well as parameters that get passed to them.

Note

For more information on operator overloading and how it works in C++, check out http://www.cprogramming.com/tutorial/operator_overloading.html.

In addition to common operators, such as +, -, and /, we also have the ability to overload the new and delete operators as well, allowing us to use our own custom object pool instead!

To do this, we will need to add the following to the end of the GameObject class, and add the following bold lines to the class definition:

class GameObject...