Game Programming Patterns

Game Programming Patterns

出版信息

Robert Nystrom / Genever Benning / 2014-11-2 / USD 39.95

内容简介

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.

作者简介

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.

目录

Acknowledgements
## Introduction
Architecture, Performance, and Games
## Design Patterns Revisited
Command
Flyweight
Observer
Prototype
Singleton
State
## Sequencing Patterns
Double Buffer
Game Loop
Update Method
## Behavioral Patterns
Bytecode
Subclass Sandbox
Type Object
## Decoupling Patterns
Component
Event Queue
Service Locator
## Optimization Patterns
Data Locality
Dirty Flag
Object Pool
Spatial Partition

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