Game Programming Patterns

Game Programming Patterns

  • Downloads:7385
  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-09-24 08:53:50
  • Update Date:2025-09-06
  • Status:finish
  • Author:Robert Nystrom
  • ISBN:0990582906
  • Environment:PC/Android/iPhone/iPad/Kindle

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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Reviews

Alex

Kind of a must read for anyone using game programming。 Including game-engine engineers。I enjoyed the authors writing style。 While keeping a familiar format he still managed to use simple explanatory problems。I like many people use a game engine to do non-game related stuff。 This book gave me so many ahh-haa moments regarding how the engine works and why we do some things a certain way。 Also warning are giving on patter overuse。 I do not consider myself a programmer by profession but this book wa Kind of a must read for anyone using game programming。 Including game-engine engineers。I enjoyed the authors writing style。 While keeping a familiar format he still managed to use simple explanatory problems。I like many people use a game engine to do non-game related stuff。 This book gave me so many ahh-haa moments regarding how the engine works and why we do some things a certain way。 Also warning are giving on patter overuse。 I do not consider myself a programmer by profession but this book was approachable, neccesary, and definately benificial。All in all this is a "good read", the author makes the content of this book accessible in a practical and fun way。 。。。more

Michael

I must read if you are interested in game making。 An intermediate level knowledge of a C based language is required。

Matthew Gregg

Surprising and Delightful!This is not a game programming book - it won’t walk you through writing a game。。。 BUT it cleverly goes through the programming techniques with the thought processes that a game programmer would have, and using game situations as examples。As a result, I understood a lot more about why and how game engines work (previously they were a bit of a black box for me) *and* saw how some of these high performance techniques applied in non-game situations。Special praise for the ev Surprising and Delightful!This is not a game programming book - it won’t walk you through writing a game。。。 BUT it cleverly goes through the programming techniques with the thought processes that a game programmer would have, and using game situations as examples。As a result, I understood a lot more about why and how game engines work (previously they were a bit of a black box for me) *and* saw how some of these high performance techniques applied in non-game situations。Special praise for the even handedness of the approach。 For every technique the author gives multiple variations, and full lists of pros and cons。 Recommended for all programmers interested in performance。 。。。more

Jon

I have already forgot a lot of the details, but the web version is available for free, so nothing can stop you to look up the essential pattern when you need it。 It helps to at least know the basic ones so that you have an easier time deciding for the right one。 The books is well written and conveys a lot of information about the theory through examples。 It includes sources in case you want to know more。

Andy

Probably the best design pattern book on the market, with lots of good real-world examples and usage patterns for games。

Allen

Read this book after seeing some Jason Weimann youtube videos that reference it。 I thought it was good and easy to understand。

Dana Larose

A book on the GoF patterns applied to game design, or alternatively, a book about programming patterns with example drawn from games。 Most of the patterns are pretty generally applicable to computer programming and the GoF can make their example a word processor, why not a book of patterns with game code as examples?I enjoy discussions of software design and Nystrom is a clear and engaging writer。 I think my only quibbles with the book are that I would have liked more extensive "further reading" A book on the GoF patterns applied to game design, or alternatively, a book about programming patterns with example drawn from games。 Most of the patterns are pretty generally applicable to computer programming and the GoF can make their example a word processor, why not a book of patterns with game code as examples?I enjoy discussions of software design and Nystrom is a clear and engaging writer。 I think my only quibbles with the book are that I would have liked more extensive "further reading" sections for the chapters, and maybe an afterwards or "where to go from here" section。 The book just sort of stops abruptly after the last pattern。Can definitely see myself referring to this both for my non-game industry day job and my hobby coding efforts。 。。。more

David

Like the big "Gang of Four" Design Patterns book it emulates, the value of this to you will vary widely depending on whether or not you do a lot of Object-Oriented Programming。 In particular, this will be most valuable to C++ developers working on a traditional game engine。 This is not failing on Nystrom's part and he is clearly aware of the niche he's addressing when he gives concrete examples。I like reading books like this because they often give me ideas for my professional work as well as my Like the big "Gang of Four" Design Patterns book it emulates, the value of this to you will vary widely depending on whether or not you do a lot of Object-Oriented Programming。 In particular, this will be most valuable to C++ developers working on a traditional game engine。 This is not failing on Nystrom's part and he is clearly aware of the niche he's addressing when he gives concrete examples。I like reading books like this because they often give me ideas for my professional work as well as my hobby programming。 Nystrom does a great job of explaining each pattern and his informal style does a lot to put the reader at ease。 I have to admit that I didn't get nearly as much out of this as I'd expected, but Nystrom was a good companion。 I'll keep this on the shelf mentally and physically for future reference。 You never know。 。。。more

Paul

Simple language; easy to follow。 Somehow design patterns makes more sense with wizards and monsters :)

Helen Allien Poe

С каждым прочтением становится всё лучше。

Imp

Lots of fun to read, one of the few technical books I read in one go and had fun doing it。A video game themed introduction to (some) design patterns。Warning: The back of the book contains a giant picture of the author which was unexpected。

Ivan Kovic

Love the language, very easy to follow。

Chiles

Learning C++ or C# or whatever is like acquiring the tools for your toolbox。 This book teaches you how best to use those tools。 Absolutely essential reading for any programmer who wants to take their craft seriously in the video gaming world。

Calvin

Really cool! It's like GoF from a gamedev perspective (the author frequently references GoF)。 Really cool! It's like GoF from a gamedev perspective (the author frequently references GoF)。 。。。more

jvalen

Going through some of the classic Gang of Four patterns, Robert presents us different strategies to face the big challenges of game programming (or even programming in general) such as: scalability, abstraction or performance。 Everything told with funny and very neat examples。 A 100% recommended if you want to level up your programming and code architecture skills。

Omar Zaki

This book is a true gem and it makes every other book talking about architecture and design obsolete, even the gang of four or any other classic。

Nichlas Søgård

Good

Sas

This was such a good book。 I'm not a professional game developer, but the hobby has had me interested in knowing more for years now。 I've come across many good sources of information, but this is a really nice and digestible source of patterns that anybody can gain from, yes even the people working on enterprise software like me。My absolute favourite chapter that blew my mind was the one on using bytecode to build something that can provide a little higher level of expressiveness than whatever c This was such a good book。 I'm not a professional game developer, but the hobby has had me interested in knowing more for years now。 I've come across many good sources of information, but this is a really nice and digestible source of patterns that anybody can gain from, yes even the people working on enterprise software like me。My absolute favourite chapter that blew my mind was the one on using bytecode to build something that can provide a little higher level of expressiveness than whatever code the game is being used to write in。 Definitely going to be one of the books I'll recommend to most going forward。 。。。more

Norman

Although I find this book to be OK in providing information on some of the game programming patterns, the material is actually VERY DRY if you read the first few pages。 First of all, I think part of the reason why is because the author literally changes the scenario that he is trying to describe after every 3 sentences of each paragraph。 For example, in the first three sentences the author talks about wizards and then he changes the topic to something about the trees and mobs that all will need Although I find this book to be OK in providing information on some of the game programming patterns, the material is actually VERY DRY if you read the first few pages。 First of all, I think part of the reason why is because the author literally changes the scenario that he is trying to describe after every 3 sentences of each paragraph。 For example, in the first three sentences the author talks about wizards and then he changes the topic to something about the trees and mobs that all will need to be generated。 The biggie about what made me as a reader struggle with this book is how there are no real life step-by-step images that shows you the result that it produces, but there are only rough drawings about the outcome。 I understand how the code is only written in pseudocode, however, how-to scenarios would really help the reader fully understand how the concept would really apply to game development。 。。。more

David

A must read for anyone in GameDev。 Good explanation, examples and some code, I found myself wanting to try many of these ideas asap。

Scott Holstad

Probably the best book I've read on the subject。 Always recommended! Probably the best book I've read on the subject。 Always recommended! 。。。more

Wonkybadonk

The examples stayed simple enough to illustrate the concept while still maintaining practical value。 And the tone and sidebar comments will often make you laugh out loud。 Considering the subject matter, both of these qualities make this a wonderful technical read!

Mohamad Ziad AlKabakibi

This book is really good for a beginner in game development and programming。 It gathers the main ideas from Design Patterns by the big four (which can be applied in game dev) and it shows how they work in these games。Also, I enjoyed every second of reading this book because of its clear explanation and exciting approach。

Eduards Sizovs

That's a good book that covers basic GoF and OO patterns in the game development context。If you read GoF patterns and some good OOP book – skip it。 If you are new to the topic, read it。 That's a good book that covers basic GoF and OO patterns in the game development context。If you read GoF patterns and some good OOP book – skip it。 If you are new to the topic, read it。 。。。more

Avalerion

Part with GoF patterns is terrific, I believe author has wrong understanding of some of them。 Singleton section is crazy, points opposite to each other were mentioned simultaneously, suggested sub-classing is going in conflict with common sense, suggestion to change Singleton with service locator was last shot (I believe Uncle Bob would have painfully murdered author, if he had seen this)。 Anyway I personally liked part with Interpreter and Bytecode, these were described goodThe later part with Part with GoF patterns is terrific, I believe author has wrong understanding of some of them。 Singleton section is crazy, points opposite to each other were mentioned simultaneously, suggested sub-classing is going in conflict with common sense, suggestion to change Singleton with service locator was last shot (I believe Uncle Bob would have painfully murdered author, if he had seen this)。 Anyway I personally liked part with Interpreter and Bytecode, these were described goodThe later part with more specific patterns is more or less ok, except ending with spacial data structures in book about patterns。To sum up I would say that this book has got quite a lot of bad or at least arguable advices inside。 I hope that this book would not be read by person not familiar yet with original GoF patterns itselfFor me also distructing point was quite free style of writing, but that's like matter of taste 。。。more

Hemendra Kumar

Design patterns have always been a boring thing whenever I studied them but the first time someone explained them in a way you can apply in the real-world game。 After reading this book, I got answers to a lot of questions like - Why game engines are designed like that?- What can go wrong if you don't design like that?- Which is the best pattern in particular game problem ? and which is the worst?- How to figure out which pattern will work better in use case and others will not?Note - To fully ut Design patterns have always been a boring thing whenever I studied them but the first time someone explained them in a way you can apply in the real-world game。 After reading this book, I got answers to a lot of questions like - Why game engines are designed like that?- What can go wrong if you don't design like that?- Which is the best pattern in particular game problem ? and which is the worst?- How to figure out which pattern will work better in use case and others will not?Note - To fully utilize this book, you need to have a basic understanding of the game engine and C++What can be improved- The author has a bias towards certain favourite topics going too deep in explanation like state machines, although it is good if those are your favourite topic too but not in general that important in games。 。。。more

Nick Craske

Detailed and insightful explanations of how, where and why to use specific patterns。 Like the best books on OOO, it is written with a love for programming expressed with personality and charm。 A joyful tech-read。 Essential, in my opinion。

Picasso

This book is a gem。 Engaging, clear, concise and full of technical goodness。

Matt

I loved the style of this book。 Nystrom's prose is clear and he includes many fun tangents and quips along the way that keep this book of game programming patterns from feeling too dry。The code examples are in C++ so it's more accessible to people who studied C++ previously, but I think the ideas still come across even if you don't understand the details of vtables, friend classes, and other C++ oddities。 I loved the style of this book。 Nystrom's prose is clear and he includes many fun tangents and quips along the way that keep this book of game programming patterns from feeling too dry。The code examples are in C++ so it's more accessible to people who studied C++ previously, but I think the ideas still come across even if you don't understand the details of vtables, friend classes, and other C++ oddities。 。。。more

Matthew Robertson

This is going to be on my reference shelf for a long time。 A super pleasant writing style plus a host of good examples explaining the “why” of each pattern made this a breeze to read through