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Game programming patterns

Author
  • Nystrom, Robert
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
1.00491/18794.81526 Nys GLibrary - 7th FloorAvailable

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