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John P. Doran - Game Development Patterns and Best Practices: Better games, less hassle

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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
Who This Book Is For

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
In Detail

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 approach

This 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
  1. Introduction to Design Patterns
  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

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Title Page
Game Development Patterns and Best Practices
Better games, less hassle
John P. Doran
Matt Casanova
BIRMINGHAM - MUMBAI Game Development Patterns and Best Practices Copyright - photo 1

BIRMINGHAM - MUMBAI

Game Development Patterns and Best Practices

Copyright 2017 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: April 2017

Production reference: 1180417

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78712-783-8

www.packtpub.com

Credits

Authors


John P. Doran


Matt Casanova

Copy Editor
Safis Editing

Reviewers


Francesco Sapio


Josh Wittner

Project Coordinator

Ritika Manoj

Commissioning Editor

Amarabha Banerjee
Proofreader

Safis Editing
Acquisition Editor

Larissa Pinto
Indexer

Francy Puthiry
Content Development Editor

Arun Nadar
Graphics

Jason Monteiro
Technical Editor

Sushant S Nadkar
Production Coordinator

Arvindkumar Gupta
About the Authors

John P. Doran is a technical game designer who has been creating games for over 10 years. He has worked on an assortment of games in teams consisting of just himself to over 70 people in student, mod, and professional projects in different roles, from game designer to lead UI programmer. He previously worked at LucasArts on Star Wars: 1313 as a game designer. He later graduated from DigiPen Institute of Technology in Redmond, WA, with a Bachelor of Science in game design.

John is currently a part of DigiPen's research and development branch in Singapore in addition to DigiPen Game Studios. He is also the lead instructor of the DigiPen-Ubisoft Campus Game Programming Program, instructing graduate-level students in an intensive, advanced-level game programming curriculum. In addition to that, he also tutors and assists students in various subjects and gives lectures on C#, C++, Unreal, Unity, game design, and more.

He is the author of Unreal Engine Game Development Cookbook, Building an FPS Game in Unity, Unity Game Development Blueprints, Getting Started with UDK, UDK Game Development, and Mastering UDK Game Development, and he co-wrote UDK iOS Game Development Beginner's Guide, all available from Packt. More information about him can be found at johnpdoran.com.


Matt Casanova has been programming indie games in C++, as well as mobile games and applications in Java and Objective C, for over ten years. For the last seven years he has assumed the role of technical director for his students. He specializes in 2D game engines and tools.

Matt was an instructor for two years at Digipen Institute of Technology's Singapore campus, where he taught The Advanced Certification in 2D Game Development. This was a six month graduate-level course that specialized in creating 2D game engines. He then spent five years teaching undergraduate courses such as C++, data structures, and game engine architecture for Digipens degree in Real Time Interactive Simulation in South Korea. He has helped dozens of student teams make successful game projects and avoid the pitfalls of bad code. He currently works as lead mobile developer at a software company in Las Vegas.

I would like to thank my wife TaeGyeong Lee for listening to me for months on end while I talked about this book. I would also like to the thank Josh Wittner for constantly giving me technical advice and encouraging me to learn programming in the first place.
About the Reviewers

Francesco Sapio obtained his Computer Science and Control Engineering degree from Sapienza University of Rome, Italy, a couple of semesters in advance, scoring summa cum laude. He is currently studying a Master of Science in Engineering in Artificial Intelligence and Robotics at the same university.

He is a Unity3D and Unreal expert, a skilled game designer, and an experienced user of the major graphics programs. He developed Game@School (Sapienza University of Rome), an educational game for high school students to learn the concepts of physics, and Sticker Book (series) (Dataware Games), a cross-platform series of games for kids. In addition, he worked as consultant for the (successfully funded by Kickstarter) game Prosperity Italy 1434 (Entertainment Game Apps, Inc), and for the open online collaborative ideation system titled Innovoice (Sapienza University of Rome). Moreover, he has been involved in different research projects such as Belief-Driven-Pathfinding (Sapienza University of Rome), a new technique of pathfinding in videogames that was presented as a paper at the DiGRA-FDG Conference 2016; and perfekt.ID (Royal Melbourne Institute of Technology), which included developing a recommendation system for games.

He is an active writer on the topic of game development. Recently, he authored the book Getting Started with Unity 5.x 2D Game Development (Packt Publishing), which takes your hand and guide you through the amazing journey of game development; the successful Unity UI Cookbook (Packt Publishing), which has been translated into other languages, and which teaches readers how to develop exciting and practical user interfaces for games within Unity; and a short e-guide What do you need to know about Unity (Packt Publishing). In addition, he co-authored the book Unity 5.x 2D Game Development Blueprints (Packt Publishing). Furthermore, he has also been a reviewer for the following books: Game Physics Cookbook (Packt Publishing), Mastering Unity 5.x (Packt Publishing), Unity 5.x by Example (Packt Publishing), and Unity Game Development Scripting (Packt Publishing).

Francesco is also a musician and a composer, especially of soundtracks for short films and video games. For several years, he worked as an actor and dancer, where he was a guest of honor at the Brancaccio theater in Rome. In addition, he is a very active person, having volunteered as a children's entertainer at the Associazione Culturale Torraccia in Rome.

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