- Paperback: 354 pages
- Publisher: Genever Benning; 1 edition (November 2, 2014)
- Language: English
- ISBN-10: 9780990582908
- ISBN-13: 978-0990582908
- ASIN: 0990582906
- Product Dimensions: 7.5 x 0.8 x 9.2 inches
- Shipping Weight: 1.6 pounds (View shipping rates and policies)
- Average Customer Review: 144 customer reviews
- Amazon Best Sellers Rank: #47,096 in Books (See Top 100 in Books)
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Game Programming Patterns Paperback – November 2, 2014
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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.
To understand the code and some of the more performance-oriented patterns, you must understand C/C++ pointers and memory model.
This book WILL give you:
- An excellent introduction to good software design and how to think about design issues.
- A great background in the notion of software design "patterns."
- An exploration of some key categories of problem that come up in software, and especially in games.
- A VERY detailed exploration of 19 concrete software patterns that are particularly useful in the hairiest parts of game programming.
This book will NOT:
- Teach you how to program.
- Give you specifics of working with a particular library, language, game engine, or platform.
- Give you a 100% complete architectural blueprint for your next game.
This book is a gem, and should certainly be considered required reading for any new industry or hobbyist software engineer, regardless of whether they work on games.
"Game Programming Patterns" delivers, providing an in-depth look at the core engineering patterns used ubiquitously in games but seldom known outside of the games industry. Each pattern gets a full treatment, including everything from background to motivation to concrete examples of where the pattern would apply and where it might go awry. Each chapter also includes a healthy dose of discussion, including going into the trade-offs between each pattern and other possible approaches.
However, at its core, Game Programming Patterns is about much more than games. I find it to be one of the most accessible and most complete books on Software Design in general. The thorough examination of trade-offs and design decisions makes it a fantastic introduction to "good design" for any programmer. I HIGHLY recommend this, especially to new-ish programmers starting off in their first job (again, regardless of whether or not they work on games).
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.