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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

Architecting versus over-architecting


Over-architecting is the concept of spending time planning as well as writing code that includes completely unneeded and ultimately unused features. Since every project has a deadline, over-architecting means wasting time that could be better spent writing code that will be used.

In our effort to learn design patterns, we want to know not only how to use them, but also about when not to use them. When you are working on a project, you must always find the balance between writing flexible code and getting the project finished on time. It always takes more time to write flexible, reusable code, so you have to consider whether it is worth the extra time to write that code.

It would be great to spend time creating the ultimate graphics engine, or creating a content creation tool that can rival Unreal or Unity. However, if you strive to write perfect, flexible, 100% reusable code, you may never complete your game. You may end up writing a great particle system...

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