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Game Development Patterns and Best Practices
book

Game Development Patterns and Best Practices

by John P. Doran, Matt Casanova
April 2017
Beginner to intermediate
394 pages
9h 16m
English
Packt Publishing
Content preview from Game Development Patterns and Best Practices

Artificial Intelligence Using the State Pattern

In the last chapter, we discussed the Component Object Model. Giving an entity a behavior is now as simple as just creating a new component and having that control the game object.

Whenever someone starts to make a game, they begin by writing gameplay code. That is the fun stuff. Everyone wants to see graphics and physics take effect on screen. Things such as a pause screen, options menu, or even a second level are an afterthought. The same happens for organizing the behaviors of a player. Programmers are excited to make a player jump and make a player dash, but with each new ability a player has, there are combinations that you may want to disallow. For example, the player might not be allowed ...

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Publisher Resources

ISBN: 9781787127838