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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
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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

What you need for this book

To write code, all you really need is a text editor, but for serious development you'll need to use an IDE (Integrated Developer Environment). We use Microsoft Visual Studio 2015 and C++ in this book using a Windows computer but, the concepts taught can be used within any programming language as well. For those of you that do not have Visual Studio installed, but are using Windows we do go over how to install the free Visual Studio Community version and set it up with our project in Chapter 1, Introduction to Design Patterns.

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