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Game engine patterns

Started by charlieC Nov 24, 2002 at 5:20 PM 1 replies 1.7k views
Original Post
charlieC
charlieC
I''ve been browsing these forums for about a half-hour. (Not easy without a search function ;( ) But I couldn''t find any post dealing with game engine design. (Well, I found one but a moderator moved it to a place I cannot find What I am looking for is game engine patterns. I need inspiration how deal with object managers, collision classes, input classes etc I have some ideas how do to this but it would be to a great help to see how others have done it. Sometimes it feels like re-inventing the wheel. Writing each one of these is simple but to make them interact in a SMART way is hard. Sure, I could just throw all these in a large .c file and have a game that works. But that''s not what I want. What I want is a structured, modularized engine. So my question is, Do anyone know some good books/sites covering this subject? All stuff I''ve find so far is either too "theoretical"(UML stuff) or "pratical" (Simple classes, no interaction) Thanks, charlieC
mds_79
mds_79
Although I can't help you with your current situation, I can recommend a book on design patterns in general. Oddly enough the book is called Design Patterns by Gamma et al. Great book. The book presents this topic in a way that is accesible to anyone who has a decent grasp of an OO language and OO concepts. I'm currently reading this book and all I can say is that it's a real eye opener. Get it, read it.

"Discipline is never an end itself, only a means to an end." - Robert Fripp


[edited by - mds_79 on November 24, 2002 9:25:01 PM]
"Discipline is never an end itself, only a means to an end." - Robert Fripp

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