“Game Programming Patterns” is now finished
I’m here to help! Game Programming Patterns is a collection of patterns I found in games that make code cleaner, easier to understand, and faster .
I’m here to help! Game Programming Patterns is a collection of patterns I found in games that make code cleaner, easier to understand, and faster .
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I’m here to help! Game Programming Patterns is a collection of patterns I found in games that make code cleaner, easier to understand, and faster .
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.
Unless you live under one of the few rocks that still lack Internet access, you’ve probably already heard of an “event queue” . If not, maybe “message queue”, or “event loop”, or “message pump” rings a bell. To refresh your memory, let’s walk through a couple of common manifestations of the pattern.
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 just by virtue of new hardware.
Cause a series of sequential operations to appear instantaneous or simultaneous.
Give behavior the flexibility of data by encoding it as instructions for a virtual machine.
Allow a single entity to span multiple domains without coupling the domains to each other.