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Game Development Patterns with Godot 4. Create resilient architecture with design patterns in Godot engine - Helion

Game Development Patterns with Godot 4. Create resilient architecture with design patterns in Godot engine
ebook
Autor: Henrique Campos
Tytuł oryginału: Game Development Patterns with Godot 4. Create resilient architecture with design patterns in Godot engine
ISBN: 9781835880296
Format: ebook
Księgarnia: Helion

Cena książki: 109,00 zł

Książka będzie dostępna od października 2024

Tagi: Programowanie gier

Writing 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.

Spis treści

Game Development Patterns with Godot 4. Create resilient architecture with design patterns in Godot engine eBook -- spis treści

  • 1. Understanding Object-oriented Design
  • 2. Learning the Four Fundamental Pillars
  • 3. Creating SOLID Design Solutions
  • 4. Favoring Composition Over Inheritance
  • 5. Maintaining Global States with the Singleton Pattern
  • 6. Decoupling Objects with the Observer Pattern
  • 7. Spawning Game Objects with the Factory Pattern
  • 8. Changing Object Behavior with the State Pattern
  • 9. Designing Actors with the Command Pattern
  • 10. Implementing AI with the Strategy Pattern
  • 11. Creating a Power-up System with the Decorator Pattern
  • 12. Cross Fading Transitions with the Service Locator Pattern
  • 13. Improving Game Feel with the Event Queue Pattern

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