Book Image

Expert C++ - Second Edition

By : Marcelo Guerra Hahn, Araks Tigranyan, John Asatryan, Vardan Grigoryan, Shunguang Wu
5 (1)
Book Image

Expert C++ - Second Edition

5 (1)
By: Marcelo Guerra Hahn, Araks Tigranyan, John Asatryan, Vardan Grigoryan, Shunguang Wu

Overview of this book

Are you an experienced C++ developer eager to take your skills to the next level? This updated edition of Expert C++ is tailored to propel you toward your goals. This book takes you on a journey of building C++ applications while exploring advanced techniques beyond object-oriented programming. Along the way, you'll get to grips with designing templates, including template metaprogramming, and delve into memory management and smart pointers. Once you have a solid grasp of these foundational concepts, you'll advance to more advanced topics such as data structures with STL containers and explore advanced data structures with C++. Additionally, the book covers essential aspects like functional programming, concurrency, and multithreading, and designing concurrent data structures. It also offers insights into designing world-ready applications, incorporating design patterns, and addressing networking and security concerns. Finally, it adds to your knowledge of debugging and testing and large-scale application design. With Expert C++ as your guide, you'll be empowered to push the boundaries of your C++ expertise and unlock new possibilities in software development.
Table of Contents (24 chapters)
1
Part 1:Under the Hood of C++ Programming
7
Part 2: Designing Robust and Efficient Applications
18
Part 3:C++ in the AI World

Design patterns in game development

This section will discuss common uses of design patterns in game development. We will explore using some of the patterns from the previous chapter, combined with the introduction of two new patterns (the flyweight pattern and the state pattern).

For this purpose, we’ll implement a hybrid of an action and strategy game, where the player controls a group of agents fighting another group of agents. As part of this game, we will use the following patterns:

  • Singleton: The singleton pattern can be used to manage global resources across the game, such as the game manager, the audio system, and the input system.
  • Factory pattern: The factory pattern can create different game objects, such as agents, weapons, and ammunition.
  • Flyweight pattern: The flyweight pattern can manage game assets, such as terrain, textures, and animation.
  • Observer pattern: The observer pattern can be used to monitor player actions and produce the appropriate...