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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


Over the course of this chapter, we learned about particles and how they can be used in order to improve the polish of our game project. We learned how we can implement a particle system inside of the Mach5 engine, and then learned about the Flyweight pattern and how it can be used effectively in order to reduce the memory usage on your projects. We saw how to do this by making use of the Factory pattern too, while making it a lot easier for us to create new particle system types as well. Keeping this in mind, it will be a lot easier in the future to break apart pieces of your programs that stay consistent and only create additional variables when you need to!

Moving forward, in the next chapter we will dive into graphics and the concepts needed to understand how our code will affect moving and animating game objects.

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