Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

Arrow left icon
Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
Arrow right icon
Authors (2):
Arrow left icon
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
 Casanova Casanova
Author Profile Icon Casanova
Casanova
Arrow right icon
View More author details
Toc

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 overview


This chapter is a little different than the ones before because it isn't focused on a design pattern. Instead we will focus on the low-level details of graphics so we can better understand how our code affects moving and animating our game objects.

First, we will look at how a computer monitor works. We will dive into the details of pixels and screen resolutions. We will look at how pixels are drawn on screen as well as understand the concept of tearing, learn why we hear so much about frames per second (fps), and why games try to achieve 30 or 60 frames per second.

Next, we will look at timing in games. We will learn why we want a consistent frame rate. We will also look at what happens when our frame rate isn't consistent and how we can ensure that our frame time stays consistent throughout the game.

Your objectives

  • Learn how computer monitors work and what a refresh rate is
  • Learn about double buffering and why it is used for graphics
  • Learn about time-based movement and animation...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images