Game Programming Patterns 1st Edition
Use the Amazon App to scan ISBNs and compare prices.
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Frequently bought together
Customers who bought this item also bought
There was a problem filtering reviews right now. Please try again later.
- not a book for discovering new and exotic design patterns.
- a book that essentially goes through a list of GOF patterns and gives cleaner definitions and examples in the context of game development.
- explanations are not only clear, but the concepts in each chapter start with the naive implementation, then gradual design improvements are added along with examples of how re-usability and de-coupling is improved. It's also an iterative process where there is a story being told about how the code is improving at each step.
- Doesn't focus on a single project, or even smaller ones. There is no complete and running code in this book. It will give you examples of small problems that can be solved using the design patterns.
- This book ages better than a more technical book because it decouples itself from technology, and focuses on addressing how code is designed.
- There is a scary picture of the author on the back of the printed version.
Also, you can read the whole thing online right now. It's funny, it's an unbelievable game-maker spirit animal guide, it'll make your code better. Go there, use it, and come back and buy a copy.
I bought the hard copy because I wanted this guy to get something for his incredible effort. Also, it looks pretty, and as he says, "doesn't need batteries". On that note, it's incredibly well typeset and laid out.
I couldn't be happier with the book.
Though the contents are available for free on the author's website I bought both the physical book and the Kindle version on release day to support the author's awesome work. As I recall the author started writing this on his own initiative while he worked at Electronic Arts and later published it in book form only after overwhelming demand. I am extremely appreciative of the author's generosity and him taking the time to share his industrial knowledge.
I would strongly recommend this book as essential reading material for anyone new to game development.
Additionally the book feels like a conversation with the author due to the pitch perfect puns and parentheses. The author's game development experience is shared among those rows.
Top international reviews
Thank you @Robert Nystrom for creating this wonderful book.
P.S. Although, to gain a good understnding of this book you should be at an intermediete level in programming(in any language)as this book teaches you programmng methods/theory.
It will also help you to understand Game Engines (e.g. Unity), how they work underneath the surface and editor. How to optimize them and use the best of both worlds. Finally, it will refer to some nice concepts (data-oriented programming) and misconceptions (misuse of singletons).
Really enjoyed reading it and will do so again as soon as possible.
I've found this boom very easy to read, the author uses humour to help keep this book from being dull and I find this book gives you the key concepts needed without bombarding you with useless/ non relevant information.
The script used in the book is C++ but can be adapted for other languages easily as the author has tried to accommodate for other languages by giving you the concepts.
A must read if you are wanting to write your own games/ programs
One useful quality of "patterns" books is to help establish a shared vocabulary, and giving names to some common techniques may have value in itself. I just wish the book had covered more ground and more patterns, even if that meant covering some less generic turf.
Covers component design, observer patterns, service locator, and many more. This book can be used to apply to many large projects. It's informal but educational.
My one gripe is that the margins for notes are ENORMOUS - half the page (at best) is for reading (assuming no images), but this is a style choice mostly, my personal preference.
The author manages to talk you through the tricks of the game development trade very clearly. He includes useful diagrams, margin notes, and his writing is quite witty too! The examples are non-trivial and don't feel contrived.
You'll need to have a decent grasp of object oriented programming to really get the benefits, preferably in C++ - the "lingua franca of game development".
Its written in a funny way and its really pleasurable to go through. Robert does a good job here. Its really useful.
Se state cercando un buon libro che vi introduca a come affrontare al meglio i problemi che vi si pongono davanti durante lo sviluppo di giochi questo è il libro perfetto!
Credo che ormai questo libro debba essere letto da chiunque si voglia migliorare e voglia portare il proprio stile di programmazione e di risoluzione di problemi nel campo del game development ad un livello superiore
Come ci si accorge facilmente, sviluppare un gioco è spesso molto diverso rispetto a sviluppare un qualsiasi altro software, con problemi e difficoltà molto diverse... in un normale corso di studi in informatica si affronta l'approccio per affrontare, durante la progettazione e lo sviluppo, problemi comuni e ricorrenti nel modo migliore (design patterns) , sfortunatamente però questi problemi non si ritroveranno quasi mai durante lo sviluppo di un videogioco data la sua natura, l'autore quindi (da buon ingegnere del software che ci tiene all'eleganza e alla manutenibilità) affronta come riadattare alcuni dei classici design pattern, che la letteratura ci offre, al mondo del game development e ne introduce anche di nuovi specificatamente pensati per questo settore. Tutto questo grazie alla sua lunga esperienza proprio in questo campo!
Una lettura che consiglio fortemente a tutte quelle persone che hanno già confidenza con la programmazione e con lo sviluppo di giochi e che vogliono ampliare le loro vedute apprendendo quali sono gli approcci migliori per risolvere problemi che si incontrano numerose volte durante il meraviglioso processo creativo che porta alla realizzazione di un Videogioco :)