John P. Doran - Game Development Patterns and Best Practices: Better games, less hassle
Here you can read online John P. Doran - Game Development Patterns and Best Practices: Better games, less hassle full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2017, publisher: Packt Publishing, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:
Romance novel
Science fiction
Adventure
Detective
Science
History
Home and family
Prose
Art
Politics
Computer
Non-fiction
Religion
Business
Children
Humor
Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.
- Book:Game Development Patterns and Best Practices: Better games, less hassle
- Author:
- Publisher:Packt Publishing
- Genre:
- Year:2017
- Rating:3 / 5
- Favourites:Add to favourites
- Your mark:
Game Development Patterns and Best Practices: Better games, less hassle: summary, description and annotation
We offer to read an annotation, description, summary or preface (depends on what the author of the book "Game Development Patterns and Best Practices: Better games, less hassle" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.
Utilize proven solutions to solve common problems in game development
About This Book- Untangle your game development workflow, make cleaner code, and create structurally solid games
- Implement key programming patterns that will enable you to make efficient AI and remove duplication
- Optimize your game using memory management techniques
If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C programming is assumed.
What You Will Learn- Learn what design patterns are and why you would want to use them
- Reduce the maintenance burden with well-tested, cleaner code
- Employ the singleton pattern effectively to reduce your compiler workload
- Use the factory pattern to help you create different objects with the same creation logic and reduce coding time
- Improve game performance with Object Pools
- Allow game play to interact with physics or graphics in an abstract way
- Refractor your code to remove common code smells
Youve learned how to program, and youve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and thats what this book is all about.
You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable.
To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, well go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices.
Style and approachThis book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.
Table of Contents- Introduction to Design Patterns
- One Instance to Rule Them All - Singletons
- Creating Flexibility with the Component Object Model
- Artificial Intelligence Using the State Pattern
- Decoupling Code via the Factory Method Pattern
- Creating Objects with the Prototype Pattern
- Improving Performance with Object Pools
- Controlling the UI via the Command Pattern
- Decoupling Gameplay via the Observer Pattern
- Sharing Objects with the Flyweight Pattern
- Understanding Graphics and Animation
- Best Practices
John P. Doran: author's other books
Who wrote Game Development Patterns and Best Practices: Better games, less hassle? Find out the surname, the name of the author of the book and a list of all author's works by series.