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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

Introductions to particles


In game development, you may have heard of particles. They are typically small 2D sprites or simple 3D models that are created in order to simulate fuzzy things such as fires, explosions, and smoke trails to add visual flair to your projects. This visual flair is sometimes referred to as juiciness. Made popular by indie developers Martin Jonasson and Petri Purho, making a game juicy makes it more enjoyable to play and increases the feedback the player receives by playing the game.

This is usually something worked on more toward the end of development of titles in order to polish the project and add more feedback, but it's a good example of how we can want to have many things on the screen at one time.

Note

For more information on juiciness and to watch their Martin and Petri's GDC talk on the subject, check out http://www.gamasutra.com/view/news/178938/Video_Is_your_game_juicy_enough.php.

The reason that these objects are so simple is because they are spawned hundreds...

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