Game Programming Patterns

Game Programming Patterns

4.11 - 1251 ratings - Source

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.A naAmve implementation would record the entire game state at each frame so it can be replayed, but that would use too much memory. ... functors are weird and still require defining a class, and the lambdas in C++11 are tricky to work with because of manual memory management. ... For example, if we were building a game in JavaScript, we could create a move unit command just like this: function anbsp;...

Title:Game Programming Patterns
Author:Robert Nystrom
Publisher:Genever Benning - 2014-11-03


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