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Game programming patterns / Robert Nystrom

By: Material type: TextTextPublication details: [Place of publication not identifed] : Genever Benning, c2014Description: vii, 345 pages ; 24 cmISBN:
  • 9780990582908
Subject(s): LOC classification:
  • QA 76.76 .N97 2014
Contents:
1. Introduction -- 2. Design patterns revisited -- 3. Sequencing patterns -- 4. Behavioral patterns -- 5.Decoupling patterns -- 6. Optimization patterns.
Summary: 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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Item type Current library Home library Collection Call number Copy number Status Date due Barcode
Books Books National University - Manila LRC - Graduate Studies General Circulation Gen. Ed. - CCIT GC QA 76.76 .N97 2014 (Browse shelf(Opens below)) c.1 Available NULIB000013807

Game programming patterns /, Game

Includes index.

1. Introduction -- 2. Design patterns revisited -- 3. Sequencing patterns -- 4. Behavioral patterns -- 5.Decoupling patterns -- 6. Optimization patterns.

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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