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

How gameplay creeps into every system


The first time someone makes a game, there is very likely no distinction between the game and the engine. This is usually because there is no engine. A common first game would include Ticktacktoe or Hangman. Games like these are simple enough that they can be completely written in main, or possibly using a few functions. They are also simple enough that they don't require complex systems like graphics or physics. There is no need for reusable engine code.

As you are learning to program more, you may decide to try making a 2D game using a graphics API, like DirectX or OpenGL. Code like this can be very difficult the first time it is used, so writing cleanly separated code isn't a top priority. Just as before, the game is made with just a few functions or classes. Drawing code is often mixed with collision code in one single file.

At some point, we all get to a place where the code is too complex and fragile. Hardcoding too many game object types or too...