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hemantv | 1 year ago

Game Programming Patterns was one which had a big impact on me.

Other was Effective Engineer

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vendiddy|1 year ago

Is Game Programming Patterns relevant to those who are not building games?

mon_|1 year ago

Relevant excerpt from the Introduction chapter:

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Conversely, I think this book is applicable to non-game software too. I could just as well have called this book More Design Patterns, but I think games make for more engaging examples. Do you really want to read yet another book about employee records and bank accounts?

That being said, while the patterns introduced here are useful in other software, I think they’re particularly well-suited to engineering challenges commonly encountered in games:

- Time and sequencing are often a core part of a game’s architecture. Things must happen in the right order and at the right time.

- Development cycles are highly compressed, and a number of programmers need to be able to rapidly build and iterate on a rich set of different behavior without stepping on each other’s toes or leaving footprints all over the codebase.

- After all of this behavior is defined, it starts interacting. Monsters bite the hero, potions are mixed together, and bombs blast enemies and friends alike. Those interactions must happen without the codebase turning into an intertwined hairball.

- And, finally, performance is critical in games. Game developers are in a constant race to see who can squeeze the most out of their platform. Tricks for shaving off cycles can mean the difference between an A-rated game and millions of sales or dropped frames and angry reviewers.

zamalek|1 year ago

Games are just normal software dev dialed up to ten, though there are many problems that game developers enjoy not having to care about (and visa-versa). Attempting to make a basic 3D engine is probably a good exercise for all developers - even if it goes uncompleted.

smnplk|1 year ago

Is GPP relevant if you don't want to do OOP ?