I'm very fond of the author of game programming patterns, he is part of the Dart core team and is implementing the best specs for improving dart programming language
Singletons are great to determine that only one instance of something should exist. An InputManager may be static, but the “playership” is one, and always should be one, but IS and instance of an object. A singleton makes it easy to access that instance through the class definition I agree singletons can lead to code smells, but sometimes is just the right pattern
Some examples of practical uses in regards to game development would be handy. Take a small game (demo if you like) and try first without (the naive approach) and then later apply a pattern to compare why this pattern is a smarter thing to do. I am still quite new to design patterns and I know I probably should use patterns more often.
If I knew these exists before I've got my game to Steam Early Access, I'd made an update and bug-fixes, like, 1000% faster. Not even talking about spaghetti-code and how long it took to made the game without these principles, and half-inventing them...
Hi Mike, I love your videos. Suppose there is a simple game like pong or a flappy bird, now how do we structure the code/implementation i.e how do we know that we have to create a game class then pass it as a reference to the individual state classes etc.. a video specifically addressing such code designing or structuring before jumping right into coding would be really really helpul. Looking forward to your reply.
+foley2k2 I was extremely tempted to mention Fowler during the video, but that's a whole different subject. Actually refactoring isn't a bad idea for a future video.
I certainly wouldn't mind some videos breaking down the more common design patterns. Speaking as someone whom is still fairly new to game programming.
I'm very fond of the author of game programming patterns, he is part of the Dart core team and is implementing the best specs for improving dart programming language
Singletons are great to determine that only one instance of something should exist. An InputManager may be static, but the “playership” is one, and always should be one, but IS and instance of an object. A singleton makes it easy to access that instance through the class definition
I agree singletons can lead to code smells, but sometimes is just the right pattern
This is a difficult area to really nail down facts for if you're learning on your own, you should definitely do a whole series
Thanks, this is gold for a lot of people
I like the highlevel approach, now I can focus on some specific patterns. :)
Great video.. I search about this on google and finally found this video on 2nd page!! fucking 2nd page!! It is the best video so far!!
Excellent video, as always.
Some examples of practical uses in regards to game development would be handy. Take a small game (demo if you like) and try first without (the naive approach) and then later apply a pattern to compare why this pattern is a smarter thing to do.
I am still quite new to design patterns and I know I probably should use patterns more often.
nice video man there a few on yotube who touch this kind of topics, and see in it in the game enviroment its awsome
If I knew these exists before I've got my game to Steam Early Access, I'd made an update and bug-fixes, like, 1000% faster.
Not even talking about spaghetti-code and how long it took to made the game without these principles, and half-inventing them...
Sorry I did not understand this topic is it flow charts or somthing or atleast the logic of it?
This is pretty helpful
Hey, could you do a video where you explain more about object states and state-based design?
+tannerbeez already did to a certain degree. ;)
ruclips.net/video/jLLAtxPNaC0/видео.html
Hi Mike, I love your videos. Suppose there is a simple game like pong or a flappy bird, now how do we structure the code/implementation i.e how do we know that we have to create a game class then pass it as a reference to the individual state classes etc.. a video specifically addressing such code designing or structuring before jumping right into coding would be really really helpul. Looking forward to your reply.
Thank you so much for this.
Great video!
Thank you!
u r best
*ECS TEAM*
To go with this, also learn refactoring. Martin Fowler is a great developer. refactoring.com/catalog
+foley2k2 I was extremely tempted to mention Fowler during the video, but that's a whole different subject. Actually refactoring isn't a bad idea for a future video.
@@gamefromscratch hey, did you end up making the video about refactoring? I would be very interested in seeing it
Let me Google that for you.