O'Reilly logo

SFML Game Development By Example by Raimondas Pupius

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 8. The More You Know – Common Game Programming Patterns

As we move past the halfway point of this book, the bells and whistles in our games are going to get more and more advanced. To showcase them properly, the genre of our final project will be a classical 2D Role Playing Game with orthographic projection. With our code-base growing at a rapid rate, poor design quickly becomes tedious to maintain, or even unmanageable. As new features get added, we want expansion of code to be easy and not slow down the overall process. This is the area where game programming patterns shine the brightest.

In this chapter, we will be covering:

  • The design and implementation of the entity component system
  • Inter-system communication using the observer pattern ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required