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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
 Casanova Casanova
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Casanova
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Table of Contents (19) Chapters Close

Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
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

Chapter 11. Understanding Graphics and Animation

Over the last 10 chapters, we have dived deeply into some of the most popular design patterns. The goal of each chapter was to understand and solve some common problems that everyone encounters when creating games. Along the way, we have created component-based game objects with flexible State-based, decision-making capabilities. We have created core engines such as the StageManager and ObjectManager using the Singleton pattern, so that communication between game objects, components, and engines is incredibly simple. We also looked at Object Pools and the Flyweight pattern, which allow our game to use memory more efficiently.

In this chapter, we will focus on graphics. However, we will not be focusing on how to implement a graphics engine. That would require more than a single chapter. Instead we will focus on concepts that need to be understood, regardless of which graphics Application Programming Interface (API) you use.

Graphics is a large...

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