Another thing I’d like to share with the community is some basic tutorials on some design pattern that could be used in designing games. The more basic ones that I can see being useful:
- Composite (obviously.. could be used to chain animations and such.)
- Strategy/Bridge (one of the first pattern you’ll ever learn)
- State (I will tackle this on in my AI tutorial. I think those are also used in GameState (menus and other tings))
- Command (I think this one is fundamental. Could be used for Undo/Redo in an editor)
- Memento (Could be used to make save-game)
Those things are “advanced” programming concept aimed to solve age old problems. Design pattern aren’t specific solution to one problem but more like a general solution to multiple problems. I’ve tackled them in my first year at university in Software Engineering and I think it changed my life. You can get basic information on them on Wikipedia. However, If you’re interested in one of them, I suggest buying these 2 books (They’re invaluable resources).
- Head First Design Patterns [Amazon]
The Head First books are really the best book to start to learn something. They make everything funny with funny exercises and ridiculous examples that will print in your head forever. Worth every penny.
- Design Patterns: Elements of Reusable Object-Oriented Software [Amazon]
This one is essential. While tough to read (it’s impossible…), it’s THE dictionnary of Design Pattern. They invented most of them and since then, they’re widely used in the programming world. You can use it as a reference when you forgot how something should be implemented.
But you will never regret any of these books.
Have a nice reading!