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Game Programming Patterns Paperback – November 2, 2014
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About the Author
Robert Nystrom has programmed professionally for twenty years, about half of which is in games. During his eight years at Electronic Arts, he worked on behemoths like Madden and smaller titles like Henry Hatsworth in the Puzzling Adventure. He's shipped games on the PC, GameCube, PS2, XBox, X360, and DS, but is most proud of the tools and shared libraries he created for others to build on. He loves seeing usable, beautiful code magnify the creative ability of others.
Robert lives with his wife and two daughters in Seattle where you are most likely to find him cooking for his friends and plying them with good beer. --This text refers to an out of print or unavailable edition of this title.
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Top customer reviews
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).
First of all im so glad i found this book, without it i would probably be making little crappie games but now i know how to correctly make well designed applications. This book does however expect you to know C++ and will not teach you how to program. It will however show how to properly implement programming patterns to correctly make a great application. All the people that have negative reveiws of this book are from people the most likely don't know how to program.
Each chapter focused on one pattern, provided multiple real world examples, and explained trade-offs when they may not have been obvious at a glance. Additionally, if another pattern could either be substituted by, or enhanced with another pattern, it was noted in a little comment block.
My only complaint is that I wish there were more patterns in this book.
It definitely covered the more useful patterns, but I would love to keep reading more.
The style is conversational and mildly witty making it easy to read with humour that always hits the mark.
I've been learning CRYENGINE for about 18 months now, slowly delving further and further into the morass of code. After reading this book suddenly whole sections of code opened up and became clear in my mind. I am now learning how the code works at a much faster pace since I can recognise the design patterns being used and why.
This would sit on the shelves next to my original copy of K&R and my first book on assembly coding...if I didn't buy the digital copy!
I liked the way he uses hand drawn illustrations and quick, easy to understand code snippets to explain and give the reader the perfect amount you need to get started without being bogged down in the details of a "full implementation".
Excellent addition to anyone's library who is interested in video game design!
Most recent customer reviews
- not a book for discovering new and exotic design patterns.Read more
I have really enjoyed reading it.Read more
It uses source code to demonstrate ideas but doesn't use any platform/library specific pre existing resources so that ideas are...Read more