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Table of Contents Game Programming Patterns 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
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 faste
Game Programming PatternsSequencing Patterns Intent Decouple the progression of game time from user input and processor speed. Motivation If there is one pattern this book couldn’t live without, this is it. Game loops are the quintessential example of a “game programming pattern”. Almost every game has one, no two are exactly alike, and relatively few programs outside of games use them. To see how
Game Programming PatternsBehavioral Patterns Intent Give behavior the flexibility of data by encoding it as instructions for a virtual machine. Motivation Making games may be fun, but it certainly ain’t easy. Modern games require enormous, complex codebases. Console manufacturers and app marketplace gatekeepers have stringent quality requirements, and a single crash bug can prevent your game from
Game Programming PatternsOptimization Patterns Intent Accelerate memory access by arranging data to take advantage of CPU caching. Motivation We’ve been lied to. They keep showing us charts where CPU speed goes up and up every year as if Moore’s Law isn’t just a historical observation but some kind of divine right. Without lifting a finger, we software folks watch our programs magically accelerate
Game Programming PatternsDesign Patterns Revisited Confession time: I went a little overboard and packed way too much into this chapter. It’s ostensibly about the State design pattern, but I can’t talk about that and games without going into the more fundamental concept of finite state machines (or “FSMs”). But then once I went there, I figured I might as well introduce hierarchical state machines
Game Programming PatternsSequencing Patterns Intent Cause a series of sequential operations to appear instantaneous or simultaneous. Motivation In their hearts, computers are sequential beasts. Their power comes from being able to break down the largest tasks into tiny steps that can be performed one after another. Often, though, our users need to see things occur in a single instantaneous step or
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