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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

Learning when to use scripting in a game

Scripting languages are something that can be quite beneficial to developers when working on a team with multiple disciplines in it. But before we dive into what they are and how they work, and the pros and cons of using a scripting language, it's best to get a bit of a history lesson in terms of how code executes.

Introduction to assembly

Underneath the hood, all the code that we have written over the course of this book is ones and zeroes indicating what switches should be marked as on and off by our computer's processor. Low-level programming languages such as machine language use these switches to execute commands. This was the only way to program to begin with, but we have developed more readable languages for...

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