Game Development Patterns And Best Practices
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Game Development Patterns And Best Practices
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Author : John P. Doran
language : en
Publisher: Packt Publishing Ltd
Release Date : 2017-04-27
Game Development Patterns And Best Practices written by John P. Doran and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-27 with Computers categories.
Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.
Game Development Patterns With Unity 2021
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Author : David Baron
language : en
Publisher: Packt Publishing Ltd
Release Date : 2021-07-30
Game Development Patterns With Unity 2021 written by David Baron and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-30 with Computers categories.
Solve your programming woes in Unity with practical design propositions Key Features Gain a comprehensive overview of Unity engine architecture and coding model Build a complete racing game using software design patterns and understand how to implement them in Unity Download the source code of the complete prototype demonstrating each of the software patterns used Book DescriptionThis book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career. What you will learn Structure professional Unity code using industry-standard development patterns Identify the right patterns for implementing specific game mechanics or features Develop configurable core game mechanics and ingredients that can be modified without writing a single line of code Review practical object-oriented programming (OOP) techniques and learn how they re used in the context of a Unity project Build unique game development systems such as a level editor Explore ways to adapt traditional design patterns for use with the Unity API Who this book is for This book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is a must, so if you’re a beginner, try our Learning C# by Developing Games with Unity 2021 handbook instead.
Palm Os Game Programming
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Author : Nicholas Pleis
language : en
Publisher: Course Technology
Release Date : 2002
Palm Os Game Programming written by Nicholas Pleis and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Computers categories.
Introduces the basic structure of Palm OS programs and the image processing concepts necessary to develop games that run on handheld devices. Written for programmers familiar with C++, the book explains sprites, user input, tile-based games, the physics of motion, multiplayer games, and simulated intelligence. The CD-ROM contains PGL tools, the Palm OS 4.0 SDK, source code, and demonstration software. Annotation copyrighted by Book News, Inc., Portland, OR
Level Up
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Author : Marinka Copier
language : en
Publisher:
Release Date : 2003
Level Up written by Marinka Copier and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Computer games categories.
Patterns For Computer Mediated Interaction
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Author : Till Schummer
language : en
Publisher: John Wiley & Sons
Release Date : 2007-08-13
Patterns For Computer Mediated Interaction written by Till Schummer and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-08-13 with Computers categories.
Written by well-respected experts, this how-to guide provides patterns for the design of human computer human interaction (HCHI). An increasing number of applications are currently designed for use by more than one user, eg: multi-player games, interactive web sites, mobile phones, collaborative learning systems, interactive workspaces and smart environments. In these areas there is a shift from (HCI) human computer interaction to (HCHI) human computer human interaction. The role of patterns in this movement is twofold: 1st – patterns focus on the human user of the system; 2nd – patterns assist developers in the development process of groupware applications.
Game Development Patterns With Unity 2019
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Author : Robert Wiebe
language : en
Publisher:
Release Date : 2019
Game Development Patterns With Unity 2019 written by Robert Wiebe and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with categories.
Utilize common patterns to solve common problems to write clean and modular code quickly and efficiently About This Video Learn how to design your game for better performance and faster development iteration times, using common patterns that reduce errors and produce well-organized, maintainable code and assets Deploy a cross-platform game by dividing work effectively, taking advantage of Unity's performance features and built-in frameworks such as AI, for a more complex game with less work. Get a clear explanation of Unity 2019's more sophisticated features such as Unity Jobs, Unity Events, editor scripting, NavMesh, coroutines, saving and loading, multi-scene editing, and collaborative edit workflows In Detail Unity is the world's leading cross-platform game engine. It has helped create about half of the world's games. This course will help you learn the game development patterns and best practices in Unity 2019. This course will guide you through Unity's modern features, showing you how to divide work to get your game made faster, built faster, and modularize behaviours so you can spend less time coding and more time creating. You'll understand some of its more powerful features to raise your game's performance, and code reusability while lowering your development iteration times. By using these techniques, your scripts become more versatile, modular, reusable, efficient, and user-friendly so that they can be used to easily build a virtual world from generalized components. This modular approach also allows a game to be assembled by multiple people in parallel with minimal downtime spent waiting for other parts to be complete. By the end of the course, you'll be proficient in using the common patterns that will help you write clean and modular code quickly and efficiently and have a working framework to manage your game's runtime, ready for your assets.
J2ee Best Practices
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Author : Darren Broemmer
language : en
Publisher: Wiley
Release Date : 2002-11-15
J2ee Best Practices written by Darren Broemmer and has been published by Wiley this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-11-15 with Computers categories.
Learn how to apply robust application design to your J2EE projects There are a number of best practices you need to consider to build highly effective J2EE components and integrate them into applications. These practices include evaluating and selecting the right set of software components and services to handle the job. In this book, Darren Broemmer supplies you with a set of best practices for J2EE development and then teaches you how to use them to construct an application architecture referred to as the reference architecture. The design and implementation of the reference architecture is based on a set of guiding principles that are used to optimize and automate J2EE development. In addition to the author's thorough discussions of the latest technologies for J2EE implementation-including EJB 2, Jakarta Struts, Servlets, Java Server Pages, UML, design patterns, Common Business Logic Foundation components, and XML-Broemmer addresses such topics as: Understanding J2EE application architecture Building business applications with J2EE, a business object architecture, and extensible components created with design patterns Designing and implementing a sample banking Web application Integrating proven performance-engineering and optimization practices in the development process Using metadata-driven, configurable foundation components to automate much of the development and processing of Web-based business applications The companion Web site contains the source code for a Common Business Logic Foundation and sample applications from the book, including a Jakarta Struts project and a banking application. Links to the Jakarta Struts frameworks and J2EE application servers such as BEA WebLogic and IBM WebSphere are also provided.
Programming For The Series 60 Platform And Symbian Os
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Author : Digia Inc
language : en
Publisher: John Wiley & Sons
Release Date : 2003
Programming For The Series 60 Platform And Symbian Os written by Digia Inc and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Computers categories.
The first book on this new platform written by experts on the Series 60. Series 60 Platform is a smartphone platform designed for Symbian OS. This text includes extensive code examples based on the most current version of the SDK (software developer's toolkit.) An associated Web site includes Series 60 SDK, code examples, and more.
Simulation And Event Modeling For Game Developers
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Author : John P. Flynt
language : en
Publisher: Course Technology
Release Date : 2005
Simulation And Event Modeling For Game Developers written by John P. Flynt and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.
Simulation games are unique. They have action, combat, management, and strategy. By definition a simulation is an imitation. So, computer simulation games are games that imitate a real-life situation. Another way to think about it is that simulation games attempt to recreate a past event. But games don't always stick to that definition, sometimes they attempt to create a situation that we may someday be faced with. Event modeling is the fundamental activity of examining a real-world event to determine precisely those aspects of the event that can be made the primary objectives of a software development effort. Such modeling is essential to the success of any game development effort, especially if it focuses on simulation. The reason for this is that no simulation program can hope to simulate every aspect of a real-world event. The simulation must be limited in some way, and a technique is at hand, through event modeling, to determine which aspects of the event will render the simulation project effective.
Millee
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Author : Matthew Boon Tian Kam
language : en
Publisher:
Release Date : 2008
Millee written by Matthew Boon Tian Kam and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with categories.