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Game Programming Patterns

by Robert Nystrom

Design patterns for game code

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AlbakiReads Editorial

Design patterns for game code

Game Programming Patterns frames game development as a challenge of managing code complexity, then gathers practical techniques for structuring and optimizing a game engine. Its recipe-based organization lets the topics stand independently: coverage ranges from game loops and component-based entities to scripting engines, spatial partitions such as quadtrees, and CPU cache use. The book also connects classic software design patterns to game development, making it a focused reference for programmers who want to explore specific architectural problems rather than follow a single end-to-end project.

Good fit for readers who enjoy

  • Game programmers seeking techniques for organizing complex code.
  • Developers who want a reference they can consult by topic.
  • Programmers interested in applying software design patterns to games.

Themes

Game architectureCode organizationPerformance optimizationSoftware design patterns

Based on publisher information and book metadata.

Book overview

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.

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