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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
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John P. Doran
 Casanova 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

How gameplay creeps into every system


The first time someone makes a game, there is very likely no distinction between the game and the engine. This is usually because there is no engine. A common first game would include Ticktacktoe or Hangman. Games like these are simple enough that they can be completely written in main, or possibly using a few functions. They are also simple enough that they don't require complex systems like graphics or physics. There is no need for reusable engine code.

As you are learning to program more, you may decide to try making a 2D game using a graphics API, like DirectX or OpenGL. Code like this can be very difficult the first time it is used, so writing cleanly separated code isn't a top priority. Just as before, the game is made with just a few functions or classes. Drawing code is often mixed with collision code in one single file.

At some point, we all get to a place where the code is too complex and fragile. Hardcoding too many game object types or too...

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