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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

Summary


In this chapter, we focused on creating flexible, reusable buttons. Even though the UI may not be as fun to code or talk about as gameplay mechanics, to the player, it is just as important. That is why creating a good system to add and manage the UI in an intelligent way is so vital to making a great game.

We took an in-depth look at C++ function pointers and pointers to members. This is well known for being confusing and difficult. However, by mastering the techniques, we could create flexible commands that can call any C style function or C++ object method.

While this technique isn't always needed, in the case of UI, it allowed us to create an incredibly flexible system. Our UI objects and most commands can be set up and read from a file. If you were to create a level editor, you could easily use this system to create and read all UI buttons and commands from a file.

Now that we have a flexible system for creating the UI, let's move on to another problem everyone has when making games...

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