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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

Chapter overview

In this chapter, we will be focusing on creating a game object that is flexible enough to adapt as our game design changes. We will do this by first looking at the two most common ways that new programmers create a game object, and the problems that arise when we use these approaches. Then we will discuss two design patterns that can help us solve our problem. Finally, we will arrive at our solution of creating a reusable, flexible game object. Since we know our game design and game objects are likely to change, the questions we are going to answer are the following:

  • Is it possible to write game objects in a reusable way?
  • How can we decouple our game objects from our core engine code?
  • If we have a reusable game object, how can we make it flexible enough to use in different games or account for changes in our game design while the game is being developed?

Along the way, we will discuss a few important...

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