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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 about templates


Another technique to add to your toolbox of programming concepts that we will use in the next section is the idea of templates. Templates are a way for you to be able to create generic classes that can be extended to have the same functionality for different datatypes. It's another form of abstraction, letting you define a base set of behavior for a class without knowing what type of data will be used on it. If you've used the STL before, you've already been using templates, perhaps without knowing it. That's why the list class can contain any kind of object.

Here's an example of a simple templated class:

#include <iostream> // std::cout 

template <class T> 
class TemplateExample 
{ 
public: 
  // Constructor 
  TemplateExample(); 
  // Destructor 
  ~TemplateExample(); 
  // Function 
  T TemplatedFunction(T); 
};

In this case, we created our TemplateExample class and it has three functions. The constructor and deconstructor look normal, but then I have...

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