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Game Programming Patterns

Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster? I’m here to help! Buy from Amazon .com. Each page laid out by hand with love. Since I self-published, I se...

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Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster? I’m here to help! Buy from Amazon .com. Each page laid out by hand with love. Since I self-published, I se...
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Game Programming Patterns | gameprogrammingpatterns.com Reviews

https://gameprogrammingpatterns.com

Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster? I’m here to help! Buy from Amazon .com. Each page laid out by hand with love. Since I self-published, I se...

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Table of Contents · Game Programming Patterns

http://www.gameprogrammingpatterns.com/contents.html

Larr; Previous Chapter. Equiv; About The Book. Architecture, Performance, and Games. Larr; Previous Chapter. Equiv; About The Book.

2

Component · Decoupling Patterns · Game Programming Patterns

http://www.gameprogrammingpatterns.com/component.html

Larr; Previous Chapter. Equiv; About The Book. Allow a single entity to span multiple domains without coupling the domains to each other. Let’s say we’re building a platformer. The Italian plumber demographic is covered, so ours will star a Danish baker. Bjørn. It stands to reason that we’ll have a class representing our friendly pastry chef, and it will contain everything he does in the game. Brilliant game ideas like this are why I’m a programmer and not a designer. As much as possible, we don’t ...

3

Object Pool · Optimization Patterns · Game Programming Patterns

http://www.gameprogrammingpatterns.com/object-pool.html

Larr; Previous Chapter. Equiv; About The Book. Improve performance and memory use by reusing objects from a fixed pool instead of allocating and freeing them individually. We’re working on the visual effects for our game. When the hero casts a spell, we want a shimmer of sparkles to burst across the screen. This calls for a. An engine that spawns little sparkly graphics and animates them until they wink out of existence. The curse of fragmentation. Fragmentation means the free space in our heap is broken.

4

Introduction · Game Programming Patterns

http://www.gameprogrammingpatterns.com/introduction.html

Larr; Previous Chapter. Equiv; About The Book. In fifth grade, my friends and I were given access to a little unused classroom housing a couple of very beat-up TRS-80s. Hoping to inspire us, a teacher found a printout of some simple BASIC programs for us to tinker with. The audio cassette drives on the computers were broken, so any time we wanted to run some code, we’d have to carefully type it in from scratch. This led us to prefer programs that were only a few lines long:. Hacking together games. L...

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Video Games and Programming. March 15, 2014. I wasnt the only kid that wanted to learn how to make games. Many people manage to scratch that itch by using tools like GameMaker. Ive used both of these tools, and I think that they both serve a great purpose, but they didnt satisfy me. I, along with many others, wanted to know what actually made a game work. I wanted to build a game from the ground up. In most cases, games are performance-critical. For a school-taught programmer, the emphasis is on corr...

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Deprecated: Methods with the same name as their class will not be constructors in a future version of PHP; Markdown Parser has a deprecated constructor in /home/srv/http/common/phpMarkdownExtra/modifier.markdown.php on line 200 Deprecated: Methods with the same name as their class will not be constructors in a future version of PHP; MarkdownExtra Parser has a deprecated constructor in /home/srv/http/common/phpMarkdownExtra/modifier.markdown.php on line 1640. Posted by stephen 2014-05-28 11:32:03 PM.

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Tom's Programming Blog: February 2010

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Ramblings from someone who doesn't know much about very little. Sunday, 28 February 2010. Tower Defence ideas and a bit of code. I wanted to implement the bombs so you could have as many as you wanted at a time, so as I have done with my enemies and my towers I created a good old c vector (a smart array, or simply a form of container for my data) that could then be iterated through to update them. Void CGameController: Update Bombs( CTimer* timer ). For( unsigned int i = 0; i bombs.size(); i ). Without t...

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boogdesign Web Development and Web Design

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Game Programming Patterns

Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster? I’m here to help! Buy from Amazon .com. Each page laid out by hand with love. Since I self-published, I se...

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Game Programming Patterns

Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster? I’m here to help! Buy from Amazon .com. Each page laid out by hand with love. Since I self-published, I se...

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