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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

Why a monolithic game object is a bad design


When you break it down to the simplest terms, programming is about solving problems with code. Someone has an idea for a game or an app, and the problem that needs to be solved is how to describe that idea logically and correctly to the computer. Day to day, these problems usually come in the form of integrating code you wrote today with code written earlier by you or another programmer. When solving these problems, there is a constant struggle between doing things the easy way or doing them the right way.

The easy way to solve a problem means solving the immediate problem in the fastest way possible. Examples of this might be hardcoding a number or string literal instead of using a named constant, copying code instead of writing a function or refactoring code into a base class, or just writing code without thinking about how it can impact the rest of the code base.

On the other hand, solving a problem the right way means thinking about how the...

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