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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


In this chapter, we focused on the communication between reusable engine code and game specific gameplay code. We learned that it can be difficult to make a clear distinction between these two parts because the gameplay code has the potential to creep into every system. This makes sense because to make a game, you must write code that interacts with every other system. However, this means reusing code is a little difficult.

We saw that the solution to this was to decouple our engine and gameplay code by having all communication go through interface classes. These interface classes were the basis for what is known as the Observer pattern. By using this pattern, we can make our code much cleaner and easier to use, and reuse.

The Observer pattern is as easy as it gets when it comes to design patterns. Few patterns are as simple to implement or understand. Once you start using it you will wonder how you ever programmed without it. However, we also learned there are some things to watch...

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