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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

The Dependency Inversion Principle


The concept of avoiding concreate classes isn't new. Robert C. Martin defined this idea in The C++ Report in May 1996 in an article titled The Dependency Inversion Principle. It is the D in his SOLID design principles. The principle has two parts:

  • High-level modules should not depend on low-level modules. Both should depend on abstractions.
  • Abstractions should not depend on details. Details should depend on abstractions.

While this may seem like a mouthful, the concept is actually very easy. Imagine we have a StageManager class that is responsible for initializing, updating, and shutting down all of the stages in our game. In this case, our StageManager is our high-level modules, and the stages are the low-level modules. The StageManager will control the creation and behavior of our low-level module, the stages. This principle says that our StageManager code shouldn't depend on derived stage classes, but should instead depend on an abstract stage class. To...

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