Game Programming Patterns

Cover
Genever Benning, 03.11.2014 - 354 Seiten

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.

 

Inhalt

Introduction
1
Design Patterns Revisited
19
Flyweight
33
Prototype
59
Singleton
73
State
87
Sequencing Patterns
105
Game Loop
123
Subclass Sandbox
181
Decoupling Patterns
211
Event Queue
233
Service Locator
251
Optimization Patterns
267
Dirty Flag
291
Object Pool
305
Spatial Partition
321

Update Method
139
Behavioral Patterns
153

Andere Ausgaben - Alle anzeigen

Häufige Begriffe und Wortgruppen

Autoren-Profil (2014)

 Robert Nystrom has programmed professionally for twenty years, about half of which is in games. During his eight years at Electronic Arts, he worked on behemoths like Madden and smaller titles like Henry Hatsworth in the Puzzling Adventure. He's shipped games on the PC, GameCube, PS2, XBox, X360, and DS, but is most proud of the tools and shared libraries he created for others to build on. He loves seeing usable, beautiful code magnify the creative ability of others.

Robert lives with his wife and two daughters in Seattle where you are most likely to find him cooking for his friends and plying them with good beer.

Bibliografische Informationen