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Présentation Game Development Patterns With Godot 4 de Campos, Henrique Format Broché
- Livre Informatique
Résumé :
Streamline game development with proven design patterns and create scalable, reliable architectures effortlessly Key Features: - Save time and avoid pitfalls in game development with proven design patterns - Leverage the tools in the Godot editor to benefit from native implementations of design patterns such as the observer and singleton - Learn SOLID principles and refactoring techniques to build scalable, reusable architectures for robust games - Purchase of the print or Kindle book includes a free PDF eBook Book Description: Game development demands more than just creativity...
Biographie:
Henrique Ludonaut Campos is an indie game developer and game designer working in the industry for years. Started as a University teacher in 2015 in the Computer Graphics and Artificial Intelligence chairs and working in the GDQuest team from 2018 to 2022, Henrique is also an independent consultant for studios and schools. Under the alias of Ludonaut, Henrique creates game development content on his YouTube channel making games, assets, ebooks, and courses that can be found in his itch profile. Being the author of The Essential Guide to Creating Multiplayer Games with Godot 4.0, Henrique paved the way for Godot users to make incredible shared online experiences while helping them discover the engine's bleeding edge features....
Sommaire:
it requires code that's as dynamic and adaptable as the games you dream of creating. Seasoned Godot developer, educator and creator of popular resources like The Essential Guide to Creating Multiplayer Games with Godot 4.0, Henrique Campos introduces you to object-oriented programming design patterns, offering time-tested, reliable solutions to common coding issues. With these patterns, you'll not only build scalable, maintainable architectures for your games but also gain the confidence to tackle real-world development challenges head-on with Godot's built-in features. In this hands-on guide, you'll step into the role of a game mechanics engineer tasked with implementing requests from a fictional game designer, simulating the collaborative nature of real-world game development. Using Godot 4.3, you'll develop a complete platformer game featuring a playable character, enemies with advanced AI, interactive objects, multiple levels, music, and more. Along the way, you'll master core programming concepts such as SOLID principles, favor composition over inheritance, and have a solid understanding of object-oriented programming along with the principles behind the design patterns. By the end of the book, you'll be able to diagnose and fix pathologies in your code with ease. What You Will Learn: - Create reusable and scalable code that follows SOLID principles - Identify common game development issues and apply industry-standard solutions - Understand feature requests and how to turn them into concrete solutions leveraging design patterns - Analyze game development pathologies to figure out underlying issues - Architect reliable systems that are understandable, intuitive, and scalable - Structure professional, collaborative game systems that are easy to maintain Who this book is for: If you are a game developer, game designer, technical artist, or solo developer with programming experience in Godot Engine and the GDScript programming language, this book is for you. Prior knowledge of programming concepts (e.g., functions, variables, algorithms) and an understanding of Godot's nodes and resources philosophy are essential to fully benefit from this book. Perfect for professionals looking to create solid, reusable, and reliable architecture that can adapt and grow with their creative vision. Table of Contents - Understanding Object-Oriented Design - Learning the Four Fundamental Pillars - Creating SOLID Design Solutions - Favoring Composition Over Inheritance - Maintaining Global States with the Singleton Pattern - Decoupling Objects with the Observer Pattern - Spawning Game Objects with the Factory Pattern - Changing Object Behavior with the State Pattern - Designing Actors with the Command Pattern - Implementing AI with the Strategy Pattern - Creating a Power-Up System with the Decorator Pattern - Cross-Fading Transitions with the Service Locator Pattern - Improving Game Feel with the Event Queue Pattern...
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