Game Programming Patterns

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About this book

If you are serious about writing high quality, reusable, efficient code using C++ or indeed any other language, then inevitably you will need to seriously hone your knowledge of game programming patterns. If you don't know what game programming patterns are they are simply the solutions to design problems.

Who should buy Game Programming Patterns

If you have programmed even a basic game you will have noticed that the code gets long and hard to manage, very quickly. The more features you add the more sprawling and messy your code gets. In addition to usability/reuse-ability, our game code needs to be efficient enough for the game to run smoothly. That's what this book will do for you.

We are pleased to present the exceptionally well written Game Programming Patterns. The text is aimed at an intermediate level and completely focuses on learning game programming patterns and contains no actual working game code whatsoever. This narrower concentration means you will get what is arguably the very best discussion on the topic available anywhere. This will undoubtedly result in better game programming!

In Game Programming Patterns written by Robert Nystrom and published by Genever Benning, there will be no bullets, 3d worlds or zombie hordes but becoming an expert in the art of designing the structure of your game code is a vital concept.

This is the paperback version. You can get the Kindle edition available by purchasing directly on Amazon below:

Get it on Kindle

If you would like to try out some C++ tutorials before buying this book you can do so here: C++ beginner tutorials.

More information about this book

This book is not for complete beginners but you don't need to be an expert either. As you code your games and add features and levels you will soon come to realize that your code begins to resemble a plate of spaghetti. Game Programming Patterns is all about solving this problem. All the code is in C++ and therefore will be especially accessible to readers who are comfortable with C++ and OOP. It is also written, however, to be used to solve pattern problems regardless of the language you use to make your games.

Here is the publisher's description:

"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."

Product Information

  • Reader level: Intermediate
  • Prerequisite knowledge required: Good knowledge of object oriented programming is required
  • Programming language: C++/Universal
  • Game engine: N/A
  • Library/API: N/A
  • Development environment used: N/A
  • Build games for: N/A

More details

  • Author: Robert Nystrom
  • ISBN: 0990582906
  • Number Of Pages: 354
  • Publisher: Genever Benning
  • Edition: 1
  • Engine: N/A
  • Reader Level: Intermediate
  • Prerequisite knowledge: Good knowledge of object oriented programming is required
  • Programming language: C++/Universal
  • Library or api: N/A
  • Development environment: N/A
  • Platforms: N/A
John Horton
I have learnt more from this book than perhaps any other. Once you have learnt how to implement all the different features of your game you are then faced with the problem of how to implement them all together. Take a look at the overwhelmingly positive reviews on Amazon if you have any doubts.

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