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Expert C++ - Second Edition

You're reading from  Expert C++ - Second Edition

Product type Book
Published in Aug 2023
Publisher Packt
ISBN-13 9781804617830
Pages 604 pages
Edition 2nd Edition
Languages
Authors (5):
Marcelo Guerra Hahn Marcelo Guerra Hahn
Profile icon Marcelo Guerra Hahn
Araks Tigranyan Araks Tigranyan
Profile icon Araks Tigranyan
John Asatryan John Asatryan
Profile icon John Asatryan
Vardan Grigoryan Vardan Grigoryan
Profile icon Vardan Grigoryan
Shunguang Wu Shunguang Wu
Profile icon Shunguang Wu
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Table of Contents (24) Chapters

Preface Part 1:Under the Hood of C++ Programming
Chapter 1: Building C++ Applications Chapter 2: Beyond Object-Oriented Programming Chapter 3: Understanding and Designing Templates Chapter 4: Template Meta Programming Chapter 5: Memory Management and Smart Pointers Part 2: Designing Robust and Efficient Applications
Chapter 6: Digging into Data Structures and Algorithms in STL Chapter 7: Advanced Data Structures Chapter 8: Functional Programming Chapter 9: Concurrency and Multithreading Chapter 10: Designing Concurrent Data Structures Chapter 11: Designing World-Ready Applications Chapter 12: Incorporating Design Patterns in C++ Applications Chapter 13: Networking and Security Chapter 14: Debugging and Testing Chapter 15: Large-Scale Application Design Part 3:C++ in the AI World
Chapter 16: Understanding and Using C++ in Machine Learning Tasks Chapter 17: Using C++ in Data Science Chapter 18: Designing and Implementing a Data Analysis Framework Index Other Books You May Enjoy

Design patterns in game development

This section will discuss common uses of design patterns in game development. We will explore using some of the patterns from the previous chapter, combined with the introduction of two new patterns (the flyweight pattern and the state pattern).

For this purpose, we’ll implement a hybrid of an action and strategy game, where the player controls a group of agents fighting another group of agents. As part of this game, we will use the following patterns:

  • Singleton: The singleton pattern can be used to manage global resources across the game, such as the game manager, the audio system, and the input system.
  • Factory pattern: The factory pattern can create different game objects, such as agents, weapons, and ammunition.
  • Flyweight pattern: The flyweight pattern can manage game assets, such as terrain, textures, and animation.
  • Observer pattern: The observer pattern can be used to monitor player actions and produce the appropriate...
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