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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

Learning how iteration can improve your game and code design

While it's nice to imagine it to be this way, games never come fully-formed from the mind of a designer/developer. A game is made up of many different ideas from many different people. While in the past people could develop games with only a single person, now it's much more common for teams to be made up of many different disciplines and every game developer on your team has ideas, many of them good that can contribute to the final product that gets made. But with that in mind you may be wondering how does a game get to the final point with all those different changes made? The answer to that is iteration.

The game development cycle

Game development is a process, and different people have different...

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