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Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

Better games, less hassle
by John P. Doran 2017 394 pages
3.91
10+ ratings
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Key Takeaways

1. Design patterns are reusable solutions to common programming problems

Design patterns are solutions for common programming problems flexible enough to handle change.

Flexible solutions. Design patterns provide tested approaches to solve recurring challenges in software development. They offer a shared vocabulary for developers to discuss architectural decisions efficiently. By using design patterns, programmers can create more modular, reusable, and maintainable code.

Handling change. Games frequently evolve during development, with new features added and existing ones modified. Design patterns help manage this constant change by providing flexible structures that can adapt to new requirements. They encapsulate what varies in a system, making it easier to modify specific components without affecting the entire codebase.

Common examples in games:

  • Singleton: For managing global access to resources
  • Factory: For creating families of related objects
  • Observer: For implementing event systems
  • State: For managing complex game object behaviors

2. The Component Object Model enables flexible game object creation

The Component Object Model inverts the concept of the Decorator pattern, where each Decorator added a new layer on top of the game object.

Modular design. The Component Object Model breaks down game objects into smaller, reusable components. Instead of creating complex inheritance hierarchies, objects are composed of multiple components that define their behavior and properties. This approach allows for greater flexibility in object creation and modification.

Easy customization. By mixing and matching different components, developers can create a wide variety of game objects without the need for extensive subclassing. This model makes it simple to add, remove, or modify behaviors of game objects at runtime, enabling dynamic gameplay elements and easier prototyping of new features.

Benefits:

  • Reduced code duplication
  • Improved code reusability
  • Easier maintenance and debugging
  • More flexible object creation and modification

3. The State pattern simplifies complex AI and game logic

The State pattern is a way to allow a game object to change its behavior and functionality in response to different stimuli within the game.

Manageable complexity. The State pattern organizes complex behaviors into separate classes, each representing a distinct state. This separation makes it easier to understand, implement, and maintain intricate game logic or AI behaviors. Instead of using large switch statements or nested if-else conditions, the State pattern provides a cleaner structure.

Dynamic behavior. Objects can change their behavior at runtime by switching between different state objects. This dynamic nature is particularly useful in games where characters or entities need to exhibit varied behaviors based on game conditions, player actions, or internal states.

Implementation benefits:

  • Clearer code structure for complex behaviors
  • Easier addition of new states without modifying existing code
  • Simplified testing and debugging of individual states
  • More intuitive representation of game logic

4. The Factory Method pattern decouples object creation from usage

The purpose of this pattern is to have a way of creating the derived class that we want without needed to specify the concreate class in our high-level module.

Flexible object creation. The Factory Method pattern provides an interface for creating objects but allows subclasses to decide which class to instantiate. This approach decouples the code that uses the objects from the code that creates them, enabling greater flexibility in object creation.

Enhancing extensibility. By using factories, new object types can be added to the game without modifying existing code that uses these objects. This makes it easier to extend the game with new features, enemies, or items without risking bugs in established systems.

Key advantages:

  • Centralized object creation logic
  • Easier management of object lifecycles
  • Support for dependency injection
  • Simplified testing through mock object creation

5. The Prototype pattern allows efficient object copying and customization

The Prototype pattern gives us a way to copy a class without knowing the actual type of that class.

Efficient cloning. The Prototype pattern enables the creation of new objects by copying existing ones, rather than instantiating them from scratch. This approach can be more efficient, especially for complex objects with many properties or time-consuming initialization processes.

Runtime flexibility. By using prototypes, games can dynamically create and modify objects at runtime. This feature is particularly useful for creating variations of game entities, such as different types of enemies or power-ups, without the need for extensive subclassing or complex factory logic.

Applications in games:

  • Creating multiple instances of similar game objects
  • Implementing save/load systems by cloning game state
  • Generating procedural content based on prototype objects
  • Optimizing object creation in performance-critical scenarios

6. Object Pools improve performance by reusing objects

The object pool is similar but, instead of one object, we want to have a group (or pool) of objects (or instances) that we can refer to within the rest of the project.

Performance optimization. Object pools manage a collection of reusable objects, avoiding the overhead of frequent object creation and destruction. This technique is particularly beneficial in games where many short-lived objects are created and destroyed rapidly, such as bullets, particles, or temporary effects.

Memory management. By reusing objects instead of creating new ones, object pools help reduce memory fragmentation and overall memory usage. This can lead to more stable performance, especially on platforms with limited resources or in situations where memory allocation is expensive.

Implementation considerations:

  • Pre-allocation of objects to avoid runtime allocation costs
  • Proper object reset mechanisms to ensure clean state when reused
  • Balancing pool size to avoid excessive memory usage
  • Thread-safety considerations for multi-threaded games

7. The Command pattern decouples UI actions from their implementation

The Command pattern is exactly the pattern that solves our problem. The purpose of the Command pattern is to decouple the requester of an action from the object that performs the action.

Flexible UI design. The Command pattern encapsulates a request as an object, allowing developers to decouple objects that invoke operations from objects that perform these operations. This separation is particularly useful in UI design, where it enables the creation of flexible and extensible user interfaces.

Undo/Redo functionality. By representing actions as objects, the Command pattern facilitates the implementation of undo and redo functionality. Each command object can store the state required to undo its effects, making it easier to implement complex editing or interaction systems in games.

Benefits for game development:

  • Easy remapping of controls
  • Support for macro commands (sequences of actions)
  • Simplified implementation of replay systems
  • Decoupling of UI elements from game logic

8. The Observer pattern enables loosely coupled communication between objects

The intent of the Observer pattern is to define a one-to-many relationship between objects. When the state of one object changes, all its dependents are notified.

Event-driven architecture. The Observer pattern establishes a subscription mechanism to notify multiple objects about events that happen to the object they're observing. This pattern is fundamental in creating event-driven systems, which are common in game development for handling user input, game state changes, and inter-object communication.

Loose coupling. By using the Observer pattern, objects can interact with each other without having direct dependencies. This loose coupling makes it easier to add new subscriber objects or modify existing ones without affecting the rest of the system, leading to more maintainable and extensible code.

Common uses in games:

  • Updating UI elements based on game state changes
  • Implementing achievement systems
  • Managing game object interactions and reactions
  • Creating modular AI systems that respond to environmental changes

9. The Flyweight pattern optimizes memory usage for large numbers of similar objects

A Flyweight is a shared object that can be used in multiple contexts simultaneously.

Memory optimization. The Flyweight pattern minimizes memory usage by sharing as much data as possible with similar objects. It separates the intrinsic state (shared) from the extrinsic state (context-specific) of an object, allowing a large number of objects to share a common pool of data.

Performance improvement. By reducing the memory footprint of objects, the Flyweight pattern can significantly improve performance in scenarios where large numbers of similar objects are used. This is particularly relevant in games for elements like particles, tiles in a large game world, or repeated visual elements.

Implementation strategies:

  • Identifying shared and unique data for game objects
  • Creating efficient factories for flyweight objects
  • Managing the lifecycle of shared data
  • Balancing memory savings with potential increased complexity

10. Understanding graphics fundamentals is crucial for game performance

Even though triple buffering allows us to avoid tearing while maintaining 60 fps, there is an important factor that you must consider before deciding to use it.

Render pipeline basics. Understanding the fundamentals of how graphics are rendered, including concepts like refresh rates, vsync, and frame buffers, is essential for optimizing game performance. This knowledge helps developers make informed decisions about rendering techniques and performance trade-offs.

Performance implications. Different rendering approaches, such as vsync and triple buffering, can significantly impact game performance and player experience. Developers must balance visual quality, input responsiveness, and frame rate stability when choosing rendering strategies.

Key considerations:

  • Balancing frame rate and visual quality
  • Managing input lag and responsiveness
  • Understanding the impact of different display technologies
  • Optimizing rendering for target hardware platforms

11. Following coding best practices leads to more maintainable games

Taking time to read and debug your code is slow at first. However, the more you improve your code, the easier and quicker it becomes.

Code readability. Adopting best practices in coding, such as proper naming conventions, consistent formatting, and appropriate use of comments, significantly improves code readability. This makes it easier for developers to understand, maintain, and debug the codebase, leading to more efficient development cycles.

Maintainability and scalability. Well-structured code that follows established patterns and practices is more maintainable and scalable. This is particularly important in game development, where projects often evolve over time and may require frequent updates or expansions.

Best practices for game development:

  • Using version control systems effectively
  • Writing self-documenting code with clear naming conventions
  • Implementing consistent error handling and logging
  • Regularly refactoring code to improve structure and efficiency
  • Utilizing code reviews and pair programming to share knowledge and catch issues early

Last updated:

Review Summary

3.91 out of 5
Average of 10+ ratings from Goodreads and Amazon.

The book Game Development Patterns and Best Practices receives generally positive reviews, with an average rating of 3.89 out of 5. Readers appreciate the coverage of important design patterns and techniques, particularly the Component Object Model. The book also explores graphics basics and code quality. However, some criticize the focus on C++ and the inclusion of the Singleton pattern. While informative, readers find it good but not exceptional, noting both pros and cons in its approach to game development concepts.

Your rating:

About the Author

John P. Doran is a game developer and author specializing in game development patterns and best practices. John P. Doran has written extensively on topics such as the Component Object Model, State, Prototype, Factory Method, Command, Observer, and Flyweight patterns. His work focuses on helping developers create efficient and well-structured game code. Doran's expertise extends to graphics programming and code quality improvement. While his book has been well-received overall, some readers have critiqued certain aspects, such as the inclusion of the Singleton pattern. Despite this, Doran's contributions to game development literature are considered valuable by many in the field.

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