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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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Toc

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

Building the object pool for Mach5


Now that we've seen an object pool in action, let's next learn how we can integrate the Object Pool pattern into the Mach5 game engine. Since we are creating a shooter game, one of the things that we spawn a lot during gameplay are the laser bullets from our ship, which makes it perfect for using object pool functionality. And unlike the previous examples, we'll see a version of the object pool that will not need to use pointers to access the pool, and we'll not have to worry about the pool being created. To do this, we'll need to make some adjustments to the starter project. First, we are going to need to change how our bullets are destroyed.

If you go into the Bullet.ini file located at Mach5-master\EngineTest\EngineTest\ArcheTypes, you'll see the following:

posX = 0
posY = 0
velX = 0
velY = 0
scaleX = 2.5
scaleY = 2.5
rot = 0
rotVel = 0
components = GfxComponent ColliderComponent OutsideViewKillComponent

[GfxComponent]
texture = bullet.tga
drawSpace ...
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