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Free book "Game Programming Patterns" from Electronic Arts programmer Bob Neistrom

Bob Najstrom, a programmer who has worked for eight years at Electronic Arts, has completed work on the book Game Programming Patterns. It is available free of charge at gameprogrammingpatterns.com . Bob Naistrom began writing a book four years ago. Most of the books devoted to programming games, he says in the introduction, either reveal in detail some of the aspects of creating a game - a physics engine, graphics, artificial intelligence, or describe the process of creating a game in a particular genre from beginning to end. He really lacked a book telling about solving typical problems encountered by a programmer, a fairly universal book, not tied to genres or specific game subsystems. And so he decided to write such a book himself.

"Game programming patterns" can be read starting from any chapter, but still you should first get acquainted with the introductory part, which describes the general issues of the game architecture and the classic design patterns from the "gang of four" that are most often used in games. The story about the templates relating directly to the games, is divided into four parts - patterns of sequence, behavior, decomposition and optimization. All chapters are provided with examples of C ++ code in which, if possible, the standard library constructs and functions of the standard library are not used, so that the code is as clear as possible to everyone familiar with OOP and C syntax, and not only C ++ programmers.

Now, besides the HTML version on the site, the book is available in source code on Markdown. Soon, Naistrom expects to create an e-book and release a paper version - but in any case, the book will remain in the public domain.


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Source: https://habr.com/ru/post/221401/


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