{"product_id":"138326","title":"Game Programming Patterns ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/3jXPCfEr3uH4gOMEJQRvsQzqIqfyrz.png?v=1765062197\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Game Programming Patterns \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/27767709\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e \u003cb\u003eDedicated to developers who code similar functions anew every time.\u003cbr\u003e Design Methodologies that Support Triple-A Games\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e This book is a compilation of 13 patterns discovered by a developer with 20 years of experience while creating games.\u003cbr\u003e The author inherited and refined the design patterns of GoF to establish programming design patterns specific to games, and through these, teaches how to design software that is both performance-enhancing and structurally excellent. \u003cbr\u003eThese patterns will make your game code cleaner, more understandable, and most importantly, faster.\u003cbr\u003e\n\n\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e Part I Introduction\u003cbr\u003e\u003cbr\u003e CHAPTER 1 Structure, Performance, and Games\u003cbr\u003e 1.1.\u003cbr\u003e What is software architecture?\u003cbr\u003e 1.2.\u003cbr\u003e How much does it cost?\u003cbr\u003e 1.3.\u003cbr\u003e Performance and speed\u003cbr\u003e 1.4.\u003cbr\u003e The benefits of bad code\u003cbr\u003e 1.5.\u003cbr\u003e Balancing\u003cbr\u003e 1.6.\u003cbr\u003e Simplicity\u003cbr\u003e 1.7.\u003cbr\u003e In conclusion\u003cbr\u003e\u003cbr\u003e Part II: Revisiting Design Patterns\u003cbr\u003e\u003cbr\u003e CHAPTER 2 Commands\u003cbr\u003e 2.1.\u003cbr\u003e Change input key\u003cbr\u003e 2.2.\u003cbr\u003e Instructing actors\u003cbr\u003e 2.3.\u003cbr\u003e Undo and Redo\u003cbr\u003e 2.4.\u003cbr\u003e Are classes good, but functional types are not so good?\u003cbr\u003e 2.5.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 3 Lightweight\u003cbr\u003e 3.1.\u003cbr\u003e Trees that enter the forest\u003cbr\u003e 3.2.\u003cbr\u003e Thousands of instances\u003cbr\u003e 3.3.\u003cbr\u003e lightweight pattern\u003cbr\u003e 3.4.\u003cbr\u003e Topographic information\u003cbr\u003e 3.5.\u003cbr\u003e About performance\u003cbr\u003e 3.6.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 4 The Observer\u003cbr\u003e 4.1.\u003cbr\u003e Achievements\u003cbr\u003e 4.2.\u003cbr\u003e How it works\u003cbr\u003e 4.3.\u003cbr\u003e “Too slow”\u003cbr\u003e 4.4.\u003cbr\u003e “You’re doing too much dynamic allocation.”\u003cbr\u003e 4.5.\u003cbr\u003e Remaining issues\u003cbr\u003e 4.6.\u003cbr\u003e Today's Observer\u003cbr\u003e 4.7.\u003cbr\u003e Observer of the Future\u003cbr\u003e\u003cbr\u003e CHAPTER 5 PROTOTYPE\u003cbr\u003e 5.1. \u003cbr\u003ePrototype Design Pattern\u003cbr\u003e 5.2 Prototype Language Paradigm\u003cbr\u003e 5.3.\u003cbr\u003e Prototype for data modeling\u003cbr\u003e\u003cbr\u003e CHAPTER 6 Singleton\u003cbr\u003e 6.1.\u003cbr\u003e Singleton pattern\u003cbr\u003e 6.2.\u003cbr\u003e Why use singleton?\u003cbr\u003e 6.3.\u003cbr\u003e Why is singleton a problem?\u003cbr\u003e 6.4.\u003cbr\u003e alternative plan\u003cbr\u003e 6.5.\u003cbr\u003e What's left of Singleton\u003cbr\u003e\u003cbr\u003e CHAPTER 7 Status\u003cbr\u003e 7.1.\u003cbr\u003e Making a game of memories\u003cbr\u003e 7.2. FSM will save us\u003cbr\u003e 7.3.\u003cbr\u003e Enumerations and multiple selection statements\u003cbr\u003e 7.4.\u003cbr\u003e State pattern\u003cbr\u003e 7.5.\u003cbr\u003e Where should I put the state object?\u003cbr\u003e 7.6.\u003cbr\u003e Entry and exit\u003cbr\u003e 7.7.\u003cbr\u003e What are the downsides?\u003cbr\u003e 7.8.\u003cbr\u003e parallel state machine\u003cbr\u003e 7.9.\u003cbr\u003e Hierarchical state machine\u003cbr\u003e 7.10.\u003cbr\u003e Pushdown automata\u003cbr\u003e 7.11.\u003cbr\u003e How useful is it?\u003cbr\u003e\u003cbr\u003e Part III Sequence Patterns\u003cbr\u003e\u003cbr\u003e CHAPTER 8 Double Buffer\u003cbr\u003e 8.1.\u003cbr\u003e intention\u003cbr\u003e 8.2.\u003cbr\u003e motive\u003cbr\u003e 8.3.\u003cbr\u003e pattern\u003cbr\u003e 8.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 8.5.\u003cbr\u003e caution\u003cbr\u003e 8.6.\u003cbr\u003e Example code\u003cbr\u003e 8.7.\u003cbr\u003e Design decisions\u003cbr\u003e 8.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 9 GAME LOOP\u003cbr\u003e 9.1.\u003cbr\u003e intention\u003cbr\u003e 9.2.\u003cbr\u003e motive\u003cbr\u003e 9.3.\u003cbr\u003e pattern\u003cbr\u003e 9.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 9.5.\u003cbr\u003e caution\u003cbr\u003e 9.6.\u003cbr\u003e Example code\u003cbr\u003e 9.7.\u003cbr\u003e Design decisions\u003cbr\u003e 9.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 10 UPDATE METHOD\u003cbr\u003e 10.1.\u003cbr\u003e intention\u003cbr\u003e 10.2.\u003cbr\u003e motive\u003cbr\u003e 10.3.\u003cbr\u003e pattern\u003cbr\u003e 10.4. \u003cbr\u003eWhen will you use it?\u003cbr\u003e 10.5.\u003cbr\u003e caution\u003cbr\u003e 10.6.\u003cbr\u003e Example code\u003cbr\u003e 10.7.\u003cbr\u003e Design decisions\u003cbr\u003e 10.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e Part IV Behavioral Patterns\u003cbr\u003e\u003cbr\u003e CHAPTER 11 Byte Code\u003cbr\u003e 11.1.\u003cbr\u003e intention\u003cbr\u003e 11.2.\u003cbr\u003e motive\u003cbr\u003e 11.3.\u003cbr\u003e pattern\u003cbr\u003e 11.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 11.5.\u003cbr\u003e caution\u003cbr\u003e 11.6.\u003cbr\u003e Example code\u003cbr\u003e 11.7.\u003cbr\u003e Design decisions\u003cbr\u003e 11.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 12 Subclass Sandbox\u003cbr\u003e 12.1.\u003cbr\u003e intention\u003cbr\u003e 12.2.\u003cbr\u003e motive\u003cbr\u003e 12.3.\u003cbr\u003e pattern\u003cbr\u003e 12.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 12.5.\u003cbr\u003e caution\u003cbr\u003e 12.6.\u003cbr\u003e Example code\u003cbr\u003e 12.7.\u003cbr\u003e Design decisions\u003cbr\u003e 12.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 13 Type Objects\u003cbr\u003e 13.1.\u003cbr\u003e intention\u003cbr\u003e 13.2.\u003cbr\u003e motive\u003cbr\u003e 13.3.\u003cbr\u003e pattern\u003cbr\u003e 13.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 13.5.\u003cbr\u003e caution\u003cbr\u003e 13.6.\u003cbr\u003e Example code\u003cbr\u003e 13.7.\u003cbr\u003e Design decisions\u003cbr\u003e 13.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e Part V Decoupling Patterns\u003cbr\u003e\u003cbr\u003e CHAPTER 14 COMPONENTS\u003cbr\u003e 14.1.\u003cbr\u003e intention\u003cbr\u003e 14.2.\u003cbr\u003e motive\u003cbr\u003e 14.3.\u003cbr\u003e pattern\u003cbr\u003e 14.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 14.5.\u003cbr\u003e caution\u003cbr\u003e 14.6.\u003cbr\u003e Example code\u003cbr\u003e 14.7.\u003cbr\u003e Design decisions\u003cbr\u003e 14.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 15 EVENT QUEUE\u003cbr\u003e 15.1.\u003cbr\u003e intention\u003cbr\u003e 15.2.\u003cbr\u003e motive\u003cbr\u003e 15.3.\u003cbr\u003e pattern\u003cbr\u003e 15.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 15.5.\u003cbr\u003e caution\u003cbr\u003e 15.6.\u003cbr\u003e Example code\u003cbr\u003e 15.7.\u003cbr\u003e Design decisions\u003cbr\u003e 15.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 16 SERVICE INTERMEDIARIES\u003cbr\u003e 16.1. \u003cbr\u003eintention\u003cbr\u003e 16.2.\u003cbr\u003e motive\u003cbr\u003e 16.3.\u003cbr\u003e pattern\u003cbr\u003e 16.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 16.5.\u003cbr\u003e caution\u003cbr\u003e 16.6.\u003cbr\u003e Example code\u003cbr\u003e 16.7.\u003cbr\u003e Design decisions\u003cbr\u003e 16.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e Part VI Optimization Patterns\u003cbr\u003e\u003cbr\u003e CHAPTER 17 DATA LOCALITY\u003cbr\u003e 17.1.\u003cbr\u003e intention\u003cbr\u003e 17.2.\u003cbr\u003e motive\u003cbr\u003e 17.3.\u003cbr\u003e pattern\u003cbr\u003e 17.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 17.5.\u003cbr\u003e caution\u003cbr\u003e 17.6.\u003cbr\u003e Example code\u003cbr\u003e 17.7.\u003cbr\u003e Design decisions\u003cbr\u003e 17.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 18 Dirty Flag\u003cbr\u003e 18.1.\u003cbr\u003e intention\u003cbr\u003e 18.2.\u003cbr\u003e motive\u003cbr\u003e 18.3.\u003cbr\u003e pattern\u003cbr\u003e 18.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 18.5.\u003cbr\u003e caution\u003cbr\u003e 18.6.\u003cbr\u003e Example code\u003cbr\u003e 18.7.\u003cbr\u003e Design decisions\u003cbr\u003e 18.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 19 Object Pool\u003cbr\u003e 19.1.\u003cbr\u003e intention\u003cbr\u003e 19.2.\u003cbr\u003e motive\u003cbr\u003e 19.3.\u003cbr\u003e pattern\u003cbr\u003e 19.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 19.5.\u003cbr\u003e caution\u003cbr\u003e 19.6.\u003cbr\u003e Example code\u003cbr\u003e 19.7.\u003cbr\u003e Design decisions\u003cbr\u003e 19.8.\u003cbr\u003e Related materials\u003cbr\u003e\u003cbr\u003e CHAPTER 20 SPACE DIVISION\u003cbr\u003e 20.1.\u003cbr\u003e intention\u003cbr\u003e 20.2.\u003cbr\u003e motive\u003cbr\u003e 20.3.\u003cbr\u003e pattern\u003cbr\u003e 20.4.\u003cbr\u003e When will you use it?\u003cbr\u003e 20.5.\u003cbr\u003e caution\u003cbr\u003e 20.6.\u003cbr\u003e Example code\u003cbr\u003e 20.7.\u003cbr\u003e Design decisions\u003cbr\u003e 20.8.\u003cbr\u003e Related materials\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eDetailed image\u003c\/b\u003e \u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cdiv\u003e\u003cimg src=\"https:\/\/image.yes24.com\/momo\/TopCate814\/MidCate001\/81303635.jpg\" border=\"0\" alt=\"Detailed Image 1\"\u003e\u003c\/div\u003e\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003ePublisher's Review\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e 13 Game Design Patterns for High Performance and Robust Structure\u003cbr\u003e \u003cbr\u003ePerformance is more important in games than in any other field of software.\u003cbr\u003e However, developers end up 'tinkering' with the schedule, and the structural problems are not resolved.\u003cbr\u003e Even if a feature is added, you end up going back to square one because you can't find the answer in the existing codebase.\u003cbr\u003e This led the author to write a book on designing software that is both performance-enhancing and structurally sound.\u003cbr\u003e The term 'design pattern' has now become something of a scripture thanks to the GoF's book of the same name.\u003cbr\u003e The author inherits and refines this methodology, establishing design patterns specific to games and publishing them in this book.\u003cbr\u003e For domestic developers who are desperately trying to solve pressing problems without a foundation in software architecture, this book is a must-read, offering a design methodology that simultaneously achieves good performance and maintainability. \u003cbr\u003ePart 1 examines the relationship between structure and performance in games, Part 2 looks at GoF design patterns from the perspective of game development, and then Part 3 to 6 examine 13 design patterns specific to games, divided into four categories: order, behavior, decoupling, and optimization.\u003cbr\u003e Each pattern is structured consistently into eight sections: Intention, Motivation, Pattern, When to Use, Considerations, Example Code, Design Decisions, and Related Materials, so it can also be used as a reference.\u003cbr\u003e I dedicate this book to these developers.\u003cbr\u003e - Are you struggling to merge your scattered code into one coherent whole?\u003cbr\u003e - As the codebase grows, does it become harder to find what has changed?\u003cbr\u003e - Do you feel like the more you make games, the more they become a mess of all sorts of things?\u003cbr\u003e - Are you curious if there are any design patterns that can be applied to games? \u003cbr\u003e- I've heard of 'cache coherence' and 'object pools', but don't know how to use them to make games faster? \u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eDate of issue:\u003c\/strong\u003e June 1, 2016\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 400 pages | 711g | 183*235*16mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9788968482878\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN10:\u003c\/strong\u003e 896848287X \u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cspan\u003e\u003c\/span\u003e\n\n\u003c\/center\u003e\n\n\n\u003c\/center\u003e","brand":"LIBRAIRIE COREENNE","offers":[{"title":"Default Title","offer_id":43893229486122,"sku":"138326","price":44.0,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0683\/2750\/5962\/files\/108d5b631fae14d7cc5c960795caef43.jpg?v=1765392824","url":"https:\/\/librairie.coreenne.fr\/en\/products\/138326","provider":"LIBRAIRIE COREENNE","version":"1.0","type":"link"}