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Game Programming Patterns, by Robert Nystrom
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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.
- Sales Rank: #31311 in Books
- Published on: 2014-11-02
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .80" w x 7.50" l, 1.34 pounds
- Binding: Paperback
- 354 pages
About the Author
Robert Nystrom has programmed professionally for twenty years, about half of which is in games. During his eight years at Electronic Arts, he worked on behemoths like Madden and smaller titles like Henry Hatsworth in the Puzzling Adventure. He's shipped games on the PC, GameCube, PS2, XBox, X360, and DS, but is most proud of the tools and shared libraries he created for others to build on. He loves seeing usable, beautiful code magnify the creative ability of others.
Robert lives with his wife and two daughters in Seattle where you are most likely to find him cooking for his friends and plying them with good beer.
Most helpful customer reviews
83 of 87 people found the following review helpful.
A must-have for any software engineer, game industry or not
By D. Otero
TL;DR:
To understand the code and some of the more performance-oriented patterns, you must understand C/C++ pointers and memory model.
This book WILL give you:
- An excellent introduction to good software design and how to think about design issues.
- A great background in the notion of software design "patterns."
- An exploration of some key categories of problem that come up in software, and especially in games.
- A VERY detailed exploration of 19 concrete software patterns that are particularly useful in the hairiest parts of game programming.
This book will NOT:
- Teach you how to program.
- Give you specifics of working with a particular library, language, game engine, or platform.
- Give you a 100% complete architectural blueprint for your next game.
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This book is a gem, and should certainly be considered required reading for any new industry or hobbyist software engineer, regardless of whether they work on games.
"Game Programming Patterns" delivers, providing an in-depth look at the core engineering patterns used ubiquitously in games but seldom known outside of the games industry. Each pattern gets a full treatment, including everything from background to motivation to concrete examples of where the pattern would apply and where it might go awry. Each chapter also includes a healthy dose of discussion, including going into the trade-offs between each pattern and other possible approaches.
However, at its core, Game Programming Patterns is about much more than games. I find it to be one of the most accessible and most complete books on Software Design in general. The thorough examination of trade-offs and design decisions makes it a fantastic introduction to "good design" for any programmer. I HIGHLY recommend this, especially to new-ish programmers starting off in their first job (again, regardless of whether or not they work on games).
38 of 41 people found the following review helpful.
A must read for all novice-intermediately skilled programmers
By T. Greener
This book was extremely enlightening not just for programming games, but as an introduction to the many different areas that are important to understand when implementing a game. For example, before reading this book the idea of implementing a virtual machine to read byte code was very intimidating to me, but the author laid out the basic ideas in such a clear and easy to follow way that I've actually been able to try my hand at it with a good amount of success.
This was not an isolated experience. As I read this book, yes I was reading about making games, but that was really just an example problem that was used to teach concepts that are useful in many different situations.
Highly recommended.
31 of 33 people found the following review helpful.
A Software Architecture Masterpiece
By Colm S
Computer game engines can be massive and monstrously complex pieces of software consisting of millions of lines of code comprising systems including rendering, physics, artificial intelligence and more. Poor design decisions can make the game engine code a pain to interact with. This book doesn't describe how to design a particular system or game engine but instead describes how to use programming patterns to organize game engine code so that systems are decoupled, fast, and easily maintained.
What's remarkable about this book is that it takes on such a complex topic and delivers it in a simple, vivid, and humorous way. The concrete examples, gorgeous diagrams, and entertaining text make reading a pleasant experience instead of feeling like study.
Each chapter describes a single pattern, explains what it can be used for, gives sample code for how to implement it, and details considerations that should be made by a designer when deciding if the pattern should be used in their engine. These chapters are self contained so that a developer can dive into the particular patterns they are interested in without having them read anything earlier in the book.
A reader will need basic knowledge of object-oriented programming in a C-like language. Although the code is written in C++, anyone writing in C# or Java should have no problem applying the patterns to their own engines. However, two of the twenty chapters of the book describe patterns that use manual memory management to increase game engine performance.
Despite the patterns being used to address problems encountered in game engine design, most of the patterns described are also applicable to problems in numerous domains of programming. This makes the book a solid software architecture book in its own right, illuminating ideas unknown to even the most veteran programmers of a variety of disciplines.
I've read this book a couple of times and I still feel there's more I can learn from it. I've told colleagues about it and have only ever received positive feedback. I'd recommend this book to anyone interested in software architecture. Moreover, I believe that it should be considered required reading for anyone working on computer games.
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