

Review: "Unlocking the Secrets of Game Development: A Student's Journey with 'Game Programming Patterns'" - "Game Programming Patterns" is a comprehensive guide that offers invaluable insights into the intricate world of game development. Authored by Robert Nystrom, it is an indispensable resource for both novice and experienced game programmers. As a computer science graduate venturing into the software side of game development, I found "Game Programming Patterns" to be an essential addition to my library. The book covers various topics, from fundamental programming concepts to advanced design patterns specific to game development. Each chapter is meticulously crafted to provide clear explanations and practical examples, making complex concepts accessible even to those with limited experience in game programming. One of the standout features of "Game Programming Patterns" is its emphasis on practicality. Rather than focusing solely on theoretical concepts, the book delves into real-world scenarios and challenges commonly encountered in game development. Through insightful anecdotes and case studies, the author illustrates how various programming patterns can be applied to solve common problems and optimize game performance. Furthermore, "Game Programming Patterns" offers a refreshing approach to learning, with a strong emphasis on simplicity and elegance in code design. The author advocates for using clean, maintainable code that is easy to understand and modify—a philosophy that resonates deeply with my programming principles. By adopting the patterns outlined in the book, I've streamlined my codebase, improved code readability, and enhanced overall productivity in my game development projects. Another aspect of "Game Programming Patterns" I appreciate is its versatility. Whether you're developing games for desktop, mobile, or web platforms, the principles and techniques covered in the book are universally applicable. From basic concepts like the game loop and entity-component system to more advanced topics like state machines and AI algorithms, "Game Programming Patterns" provides a solid foundation for tackling virtually any game development challenge. In conclusion, "Game Programming Patterns" is a must-have resource for anyone serious about pursuing a career in game development. Whether you're a computer science graduate like myself or a seasoned game programmer looking to expand your skill set, this book offers a wealth of knowledge and practical guidance to help you succeed. With its clear explanations, insightful examples, and emphasis on best practices, "Game Programming Patterns" has become an indispensable companion on my journey to mastering the art of game development. Review: Game Programming GOLD!!! Must Read for Indies, Pros or Anyone Really. - I will start by saying this book is game programming GOLD! Whether you are a pro or a novice looking to learn, this book deserves to place on your shelf (or I guess in memory if you buy the e-book). While some of the chapters may seem like obvious things for people that have programmed games before, I think even advanced coders will discover a few things they didn’t know. So let me talk about what this book is. Basically it covers common challenges in game programming and some useful ways of resolving the problem. Though the theme of the book is game development, a lot of this stuff is applicable to any sort of visual or object-oriented programming. Nystrom starts by revisiting the classic design patterns popularized by the seminal book by the “gang of four” in 1994. Surprisingly, 20 years later a lot of those ideas still hold up. Next he moves onto more game specific topics like double buffering (not just for graphics), a game loop, and updating objects. Then he goes into bytecode (really a simple compiler), components, event queues, singletons, object pools, dirty flag and spatial partitioning. It’s actually not the longest book out there at 354 pages, but this is a breathe of fresh air after persevering through The C++ Programming Language (which was great, just very long). The author does not waste pages, though. There are nuggets of knowledge littered throughout the text. One thing I like is how the book is not tied to a particular API or library. The pseudo-code is in C++, but really you could implement the ideas in almost any language. He even goes as far as not using the STL (for example, rolling his own linked list for a few examples). In a real application, you would probably not want to reinvent the wheel for basic containers, but it’s nice that the examples stand alone without any nasty dependencies. I could see a lot of the code here being copied into a real game and being usable with only minor additions. Well, of course you have to modify for your platform or engine or whatever, but the concepts are solid. Another point is that this makes design patterns concrete (please, no abstract class jokes…). I read the original Design Patterns book years ago but some of the patterns never made sense to me. They were too abstract and, though interesting, sometimes didn’t click for me. This book, on the other hand, clicked the whole way through. Everything made sense, and was immediately clear why it was useful. Sure, I’ve probably learned a lot in the past few years, making Game Programming Patterns more approachable. But I think almost any game coder (or aspiring coder) could get value from this book. I’d give it 5 stars, 10 out of 10, 2 thumbs up, and definite “buy it now.”
| Best Sellers Rank | #392,059 in Kindle Store ( See Top 100 in Kindle Store ) #6 in Game Programming #24 in Software Development (Books) #65 in Computer Games Programming |
J**R
"Unlocking the Secrets of Game Development: A Student's Journey with 'Game Programming Patterns'"
"Game Programming Patterns" is a comprehensive guide that offers invaluable insights into the intricate world of game development. Authored by Robert Nystrom, it is an indispensable resource for both novice and experienced game programmers. As a computer science graduate venturing into the software side of game development, I found "Game Programming Patterns" to be an essential addition to my library. The book covers various topics, from fundamental programming concepts to advanced design patterns specific to game development. Each chapter is meticulously crafted to provide clear explanations and practical examples, making complex concepts accessible even to those with limited experience in game programming. One of the standout features of "Game Programming Patterns" is its emphasis on practicality. Rather than focusing solely on theoretical concepts, the book delves into real-world scenarios and challenges commonly encountered in game development. Through insightful anecdotes and case studies, the author illustrates how various programming patterns can be applied to solve common problems and optimize game performance. Furthermore, "Game Programming Patterns" offers a refreshing approach to learning, with a strong emphasis on simplicity and elegance in code design. The author advocates for using clean, maintainable code that is easy to understand and modify—a philosophy that resonates deeply with my programming principles. By adopting the patterns outlined in the book, I've streamlined my codebase, improved code readability, and enhanced overall productivity in my game development projects. Another aspect of "Game Programming Patterns" I appreciate is its versatility. Whether you're developing games for desktop, mobile, or web platforms, the principles and techniques covered in the book are universally applicable. From basic concepts like the game loop and entity-component system to more advanced topics like state machines and AI algorithms, "Game Programming Patterns" provides a solid foundation for tackling virtually any game development challenge. In conclusion, "Game Programming Patterns" is a must-have resource for anyone serious about pursuing a career in game development. Whether you're a computer science graduate like myself or a seasoned game programmer looking to expand your skill set, this book offers a wealth of knowledge and practical guidance to help you succeed. With its clear explanations, insightful examples, and emphasis on best practices, "Game Programming Patterns" has become an indispensable companion on my journey to mastering the art of game development.
C**Y
Game Programming GOLD!!! Must Read for Indies, Pros or Anyone Really.
I will start by saying this book is game programming GOLD! Whether you are a pro or a novice looking to learn, this book deserves to place on your shelf (or I guess in memory if you buy the e-book). While some of the chapters may seem like obvious things for people that have programmed games before, I think even advanced coders will discover a few things they didn’t know. So let me talk about what this book is. Basically it covers common challenges in game programming and some useful ways of resolving the problem. Though the theme of the book is game development, a lot of this stuff is applicable to any sort of visual or object-oriented programming. Nystrom starts by revisiting the classic design patterns popularized by the seminal book by the “gang of four” in 1994. Surprisingly, 20 years later a lot of those ideas still hold up. Next he moves onto more game specific topics like double buffering (not just for graphics), a game loop, and updating objects. Then he goes into bytecode (really a simple compiler), components, event queues, singletons, object pools, dirty flag and spatial partitioning. It’s actually not the longest book out there at 354 pages, but this is a breathe of fresh air after persevering through The C++ Programming Language (which was great, just very long). The author does not waste pages, though. There are nuggets of knowledge littered throughout the text. One thing I like is how the book is not tied to a particular API or library. The pseudo-code is in C++, but really you could implement the ideas in almost any language. He even goes as far as not using the STL (for example, rolling his own linked list for a few examples). In a real application, you would probably not want to reinvent the wheel for basic containers, but it’s nice that the examples stand alone without any nasty dependencies. I could see a lot of the code here being copied into a real game and being usable with only minor additions. Well, of course you have to modify for your platform or engine or whatever, but the concepts are solid. Another point is that this makes design patterns concrete (please, no abstract class jokes…). I read the original Design Patterns book years ago but some of the patterns never made sense to me. They were too abstract and, though interesting, sometimes didn’t click for me. This book, on the other hand, clicked the whole way through. Everything made sense, and was immediately clear why it was useful. Sure, I’ve probably learned a lot in the past few years, making Game Programming Patterns more approachable. But I think almost any game coder (or aspiring coder) could get value from this book. I’d give it 5 stars, 10 out of 10, 2 thumbs up, and definite “buy it now.”
K**R
Well written, Informative, and On-Topic
For those writing games or other high-performance applications, this is a good book on design patterns that are useful in every application. After reading it through, I realized some of the patterns I have been using without realizing it. There are numerous references to other books, including the 'Gang of Four' book on Design Patterns, which will go over many of the topics mentioned here in more detail. In fact, before jumping into the Gang of Four, this might be a good book to read, as Robert Nystrom goes into depth on how some of the patterns are and are not suited for games. I have found that many business programs would also benefit from some of these patterns - batch programs specifically - because of their emphasis on performance trade-offs with code maintainability, reuse, and extensibility. If you are a budding software architect or a software developer looking to understand why certain algorithms and design aspects look familiar, this book will work for you. If you are a more experienced programmer looking to put names on the logical patterns you have used most of your career, this book will help you to do that. Many of us get into programming because we want to write games. Some of us go through with that, while others take other jobs to pay the bills. No matter which type of person you are, Game Programming Patterns is a definite keeper in your library or on your Kindle
C**N
you may not find any great epiphanies in this book
The book is a well-written resource for anyone interested in high-performance computing and simulations, not just game development. If you're already well-versed in design patterns or many of the strategies of game and engine development, you may not find any great epiphanies in this book. However, it's likely still a solid read to refresh yourself and perhaps get a new perspective on those solutions you haven't thought about in a while. For those who are amateur or beginner developers, this can be a great introduction to more advanced design patterns and modes of thought. As well, the topics discussed within the book apply to many problems outside of gaming that any junior programmer would do well to consider. In either case, the book is full of practical advice that's obviously founded in the author's real-world experience. He managed to write a technical book in a witty and humorous way that should be easily approachable for even the greenest of developers.
J**7
The programming pattern book that everyone needs to read - not just for Gaming.
THIS is the "programming pattern" book I've been looking for for ages. Yes, it says "Game" in the title, and some of the patterns are certainly more geared towards gaming, but many, if not most, of the patterns covered in the book are patterns you'll use every day for application development. I've been looking for a programming pattern book for years, and there are quite a few out there, but most of them seem to be written as if the authors are just trying to stroke their own egos with how many $5 words they can cram into a single sentence. I've yet to manage to muscle through ANY other programming book out there without being comatose by the 2nd chapter. This book is easy to read, and breaks things down in an easy to understand way, even going so far as to explicitly describe the REASONS behind the naming conventions (for instance, WHY are "components" called "components?"). The book is just indescribably well written, and I was able to read through the entire thing, creating my own demos as I went, within a week. I've learned that many of the patterns I've ended up just stumbling across, and using regularly, actually have names (for instance, the flyweight pattern). Others I'd heard about, but never understood why or where to use them (LinkedLists come to mind. Now I use them all OVER the place). Then there's patterns I'd heard of, and wanted to use, but was never able to understand how to implement them (the builder pattern is my favorite, and I will probably end up overusing it). Finally, there are patterns in here I'd never heard of, and can't wait to use (the chapter on Decoupling code using Components is particularly interesting, and I'm re-reading it now to get a more firm grasp). All said, one of the best programming design books out there. I would strongly recommend it for all developers, even senior developers, whether you're writing games or applications, there's something in here for you.
J**R
Essential Knowledge for Game Devs
This book was a very good read. The technical depth is shallow but the patterns presented are powerful and/or commonplace in the industry. I found myself thinking "so that is I how should have architected that project" for every single chapter, even the singleton chapter where I realized I have written far too many of them.
A**R
Guide on how a problem can be solved, finding flaws and improving existing code. Fun to read.
Not only that the book informs the reader by using very specific examples when applying various patterns, but the author made sure the reader is guided from finding the proper solution up until finding possible flaws. While the book can be used as an absolute go to when trying to find a solution to your implementation I would suggest to take the book as an engineering course; it does show a good amount of patterns but doesn't leave those simple. It strips the pattern "it's shell" showing the good and the bad, where it can be applied and how, where it would fail and why, how to mitigate and further more. The book also contains code examples written in C++, but well organised and written such as even with 0 C++ experience, one could 100% understand! 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.
M**A
If only all textbooks were written like this!
Without a doubt the most useful and entertaining books I've had in years. The explanations are clear, the advice is solid, but what really makes this book so outstanding is the style. The random bits of humor strewn throughout the text do a wonderful job of livening up a somewhat dry topic, without distracting the reader from the actual point. The book would still be perfectly fine without it -- it's that little extra that makes it, in my opinion, perfect. As for content: This book is definitely not for novice programmers, that much I'm sure is already said in the product description; you have to have a firm grasp on all the basic concepts of object-oriented programming, and it certainly doesn't hurt if you're familiar with the original design patterns as well. Beyond that though, this book can be immensely useful both for beginners looking for a guide to get them started, as well as more experienced programmers looking for some advice on how to work better. Five stars, wholeheartedly recommended.
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منذ أسبوعين
منذ أسبوعين