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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Matt Casanova Matt Casanova
Author Profile Icon Matt Casanova
Matt Casanova
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns FREE CHAPTER 2. One Instance to Rule Them All - Singletons 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

Introduction to the Flyweight pattern


The Gang of Four states that a Flyweight is a shared object that can be used in multiple contexts simultaneously. Similarly to flyweight in boxing, which is the lightweight boxing category, we can have a lighter object that can be used in different places in our system simultaneously.

While not used terribly often nowadays, the Flyweight pattern can be very helpful in scenarios when memory is constrained.

A Flyweight will consist of two parts: the intrinsic state and the extrinsic state. The intrinsic state is the part that can be shared. The extrinsic state is modified based on the context it's being used in and, as such, cannot be shared.

Let's take a look at a UML diagram to see a closer look:

We have the FlyweightFactory class, which is used to manage the Flyweights. Whenever we request one, we will either give one that's been created or create a new one ourselves.

The Flyweight object itself has data that is of whatever type is needed, as long as it...

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