Game Development Patterns with Godot 4
Packt Publishing Limited (Verlag)
978-1-83588-028-9 (ISBN)
- Titel nicht im Sortiment
- Artikel merken
Key Features
Leverage Godot’s built-in features to understand and implement each design pattern
Explore object-oriented design from a unique approach based on the philosophy of language
Learn SOLID principles with the help of practical knowledge to naturally implement each one of them
Purchase of the print or Kindle book includes a free PDF eBook
Book DescriptionWriting clean and reusable code for games is hard. The nature of game development is different from other development areas due to the dynamic nature of games.
This book helps you understand the philosophy behind object-oriented programming and write code that is compliant with SOLID principles to develop a reliable and reusable codebase using design patterns, solutions proven over time by thousands of developers.
You’ll start by understanding the fundamentals of object-oriented design, learning what is and how to implement each of the SOLID principles before finding out how to favor composition over inheritance, an important principle to keep in mind when creating reusable code. As you progress, you’ll implement a series of basic and advanced design patterns using Godot Engine's features. You’ll also learn how to identify where, when, and why to implement each design pattern by working through the development of a sample game project.
By the end of this game development book, you'll be able to identify the fundamental principles of the object-oriented programming paradigm and pathologies in your code so that you can use the correct design pattern to fix them, if necessary.What you will learn
Get hands on with SOLID principles to create reusable and scalable code
Identify common game development issues and apply industry standard solutions
Solve unique game development challenges by applying game design patterns
Analyze game development pathologies to figure out underlying issues
Architect reliable systems that are understandable, intuitive, and scalable
Structure professional systems that favor teamwork and maintenance
Who this book is forThis book is for game developers, game designers, technical artists, or solo developers in charge of the engineering and architecture of their game's codebase. If you already have experience with programming, understand the Godot Engine and the GDScript programming language, and are looking to create solid, reusable, and reliable architecture for your games, this book is for you.
Henrique “Pigdev” Campos is an indie game developer and game designer working in the industry for years. Started as a University teacher in 2015 in the Computer Graphics and Artificial Intelligence chairs and working in the GDQuest team from 2018 to 2022, Henrique is also an independent consultant for studios and schools. Under the alias of Pigdev, Henrique creates game development content on his YouTube channel making games, assets, ebooks, and courses that can be found in his itchio profile. Being the author of "The Essential Guide to Creating Multiplayer Games with Godot 4.0", Henrique paved the way for Godot users to make incredible shared online experiences while helping them discover the engine's bleeding edge features.
Table of Contents
Understanding Object-oriented Design
Learning the Four Fundamental Pillars
Creating SOLID Design Solutions
Favoring Composition Over Inheritance
Maintaining Global States with the Singleton Pattern
Decoupling Objects with the Observer Pattern
Spawning Game Objects with the Factory Pattern
Changing Object Behavior with the State Pattern
Designing Actors with the Command Pattern
Implementing AI with the Strategy Pattern
Creating a Power-up System with the Decorator Pattern
Cross Fading Transitions with the Service Locator Pattern
Improving Game Feel with the Event Queue Pattern
Erscheinungsdatum | 22.08.2024 |
---|---|
Verlagsort | Birmingham |
Sprache | englisch |
Maße | 191 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-83588-028-2 / 1835880282 |
ISBN-13 | 978-1-83588-028-9 / 9781835880289 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich