Game programming patterns
- Author
- Additional Author(s)
-
-
- Publisher
- [s. l.]: Genever Benning, 2014
- Language
- English
- ISBN
- 9780990582908
- Series
-
- Subject(s)
-
- COMPUTER GAMES-PROGRAMMING
- GAMES--DESIGN
- Notes
-
. . Index: p. 339-345
- Abstract
- The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.
You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Physical Dimension
- Number of Page(s)
- v, 345 p.
- Dimension
- 24 cm.
- Other Desc.
- ill.
Summary / Review / Table of Content
Design patterns revisited --
Sequencing patterns --
Behavioral patterns --
Decoupling patterns --
Optimization patterns. I. Introduction. Architecture, perfomance, and games --
II. Design patterns revisited. Command; Flyweight; Observer; Prototype; Singleton; State --
III. Sequencing patterns. Double buffer; Game loop; Update method --
IV. Behavioral patterns. Bytecode; Subclass sandbox; Type object --
V. Decoupling patterns. Component; Event queue; Service locator --
VI. Optimization patterns. Data locality; Dirty flag; Object pool; Spaial partition.
Exemplar(s)
# |
Accession No. |
Call Number |
Location |
Status |
1. | 00491/18 | 794.81526 Nys G | Library - 7th Floor | Available |