Game Programming Patterns

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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.

Table of Contents

Part 1. Introduction
Chapter 1. Architecture, Performance, and Games

Part 2. Design Patterns Revisited
Chapter 2. Command
Chapter 3. Flyweight
Chapter 4. Observer
Chapter 5. Prototype
Chapter 6. Singleton
Chapter 7. State

Part 3. Sequencing Patterns
Chapter 8. Double Buffer
Chapter 9. Game Loop
Chapter 10. Update Method

Part 4. Behavioral Patterns
Chapter 11. Bytecode
Chapter 12. Subclass Sandbox
Chapter 13. Type Object

Part 5. Decoupling Patterns
Chapter 14. Component
Chapter 15. Event Queue
Chapter 16. Service Locator

Part 6. Optimization Patterns
Chapter 17. Data Locality
Chapter 18. Dirty Flag
Chapter 19. Object Pool
Chapter 20. Spatial Partition

Book Details

  • Author:
  • Pages: 354 pages
  • Edition: 1
  • Publication Date: 2014-11-02
  • Publisher:
  • Language: English
  • ISBN-10: 0990582906
  • ISBN-13: 9780990582908

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