Utilize proven solutions to solve common problems in game development
About This Book
- Untangle your game development workflow, make cleaner code, and create structurally solid games
- Implement key programming patterns that will enable you to make efficient AI and remove duplication
- Optimize your game using memory management techniques
Who This Book Is For
If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed.
What You Will Learn
- Learn what design patterns are and why you would want to use them
- Reduce the maintenance burden with well-tested, cleaner code
- Employ the singleton pattern effectively to reduce your compiler workload
- Use the factory pattern to help you create different objects with the same creation logic and reduce coding time
- Improve game performance with Object Pools
- Allow game play to interact with physics or graphics in an abstract way
- Refractor your code to remove common code smells
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
Chapter 1. Introduction To Design Patterns Chapter 2. One Instance To Rule Them All - Singletons Chapter 3. Creating Flexibility With The Component Object Model Chapter 4. Artificial Intelligence Using The State Pattern Chapter 5. Decoupling Code Via The Factory Method Pattern Chapter 6. Creating Objects With The Prototype Pattern Chapter 7. Improving Performance With Object Pools Chapter 8. Controlling The Ui Via The Command Pattern Chapter 9. Decoupling Gameplay Via The Observer Pattern Chapter 10. Sharing Objects With The Flyweight Pattern Chapter 11. Understanding Graphics And Animation Chapter 12. Best Practices
Title: Game Development Patterns and Best Practices Author: John P. Doran, Matt Casanova Length: 394 pages Edition: 1 Language: English Publisher: Packt Publishing Publication Date: 2017-04-27 ISBN-10: B01MRP7SPA