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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games. Review: Loved it - I really liked this book. I started learning programming patterns from the book by Gang of four, but I found it to be very hard to read and understand. This book does it way better - the content is not only understandable, but it's well-written, straight to the point and sometimes even funny. Small disclaimer - I am a backend developer, not a game developer (at least professionally). Still, it was still worth reading and I was satisfied with the choice of patterns. Review: A useful intro to programming patterns for budding game devs! - Very nice book, goes into just enough detail to give you the concepts but leaves you to think about improvements, extensions or potential uses outside the ones listed. The patterns are classic programming patterns but given a slight twist of game dev. The author does a good job of explaining the patterns and how/where/why they might be used as well as some potential pitfalls. If you want extensive detail on game engines or how to make your first game this isn't the book, but it doesn't claim to be! The patterns within would be a great help to any budding C/C++/Java game developer (as well as many other mainly OOP based languages I'm sure). Don't expect to be able to write the next AAA title after reading this but you can be sure that your understanding of how games (and their code more specifically) are generally organised. Some of the patterns I felt could have been elaborated on a bit more but overall this book is a great read for anyone looking to get into game development.
| Best Sellers Rank | 22,999 in Books ( See Top 100 in Books ) 5 in Games Programming 15 in Software Design & Development 16 in Computing & Internet for Professionals |
| Customer Reviews | 4.6 out of 5 stars 1,520 Reviews |
A**R
Loved it
I really liked this book. I started learning programming patterns from the book by Gang of four, but I found it to be very hard to read and understand. This book does it way better - the content is not only understandable, but it's well-written, straight to the point and sometimes even funny. Small disclaimer - I am a backend developer, not a game developer (at least professionally). Still, it was still worth reading and I was satisfied with the choice of patterns.
D**P
A useful intro to programming patterns for budding game devs!
Very nice book, goes into just enough detail to give you the concepts but leaves you to think about improvements, extensions or potential uses outside the ones listed. The patterns are classic programming patterns but given a slight twist of game dev. The author does a good job of explaining the patterns and how/where/why they might be used as well as some potential pitfalls. If you want extensive detail on game engines or how to make your first game this isn't the book, but it doesn't claim to be! The patterns within would be a great help to any budding C/C++/Java game developer (as well as many other mainly OOP based languages I'm sure). Don't expect to be able to write the next AAA title after reading this but you can be sure that your understanding of how games (and their code more specifically) are generally organised. Some of the patterns I felt could have been elaborated on a bit more but overall this book is a great read for anyone looking to get into game development.
M**G
Surprising and Delightful!
This is not a game programming book - it won’t walk you through writing a game... BUT it cleverly goes through the programming techniques with the thought processes that a game programmer would have, and using game situations as examples. As a result, I understood a lot more about why and how game engines work (previously they were a bit of a black box for me) *and* saw how some of these high performance techniques applied in non-game situations. Special praise for the even handedness of the approach. For every technique the author gives multiple variations, and full lists of pros and cons. Recommended for all programmers interested in performance.
S**N
Bought this as a gift for my brother - we've ...
Bought this as a gift for my brother - we've been getting into a bit of open source game server development recently, but he hasn't got as a strong theoretical grounding in programming as I do. I didn't get to read the whole book (hence why I didn't want to give a five star review), but I read three or four chapters reviewing design patterns, and they were helpful, intuitive and accurate. I can only hope the rest of the book continues in the same way!
J**S
A great read!
What an amazing read! A lecturer had recommended this book to me nearly 2 years ago and I can't stress enough that I wished I read this sooner! The author made sure that this wasn't just some "dry" book stuffed with design patterns. It's incredibly witty at times and is super informative!
T**S
One of the best programming books I have ever read.
Although it deals with patterns in relation to games, in many ways this is a spiritual successor to the Gang of Four's "Design Patterns" and has given me a lot of of ideas for ways to improve my design and architecture outside of games too. Very well-paced and despite the fact that I haven't touched C++ for a long time, all of the examples were clear and easy to follow. It's very easy to read and the chapters can be read sequentially or individually. One thing I particularly liked was the way the author closes off each pattern with a look at which other patterns in the book it's similar to and why you would choose it over them.
A**R
I am 14 years old...
I am 14 years old and I have been doing game development for over a year. I have probably read about up to 50 books on game developmet/programming but this is definitely the best. I understand this book perfectly and looking forward to implementing these patterns/theory into my games. I strongly recomend reading this book as you will come back to it repeatedly and you will learn A LOT. I really wish I read this book earlier. Anybody, young or old, asiring to beome a successful game developer should read this book. Thank you @Robert Nystrom for creating this wonderful book. P.S. Although, to gain a good understnding of this book you should be at an intermediete level in programming(in any language)as this book teaches you programmng methods/theory.
A**R
Wicked book
This book is brilliant! The author manages to talk you through the tricks of the game development trade very clearly. He includes useful diagrams, margin notes, and his writing is quite witty too! The examples are non-trivial and don't feel contrived. You'll need to have a decent grasp of object oriented programming to really get the benefits, preferably in C++ - the "lingua franca of game development".
J**R
Excellent book, especially for newcomers to game development, or even generalist programming.
I'm an almost self-taught programmer, and one of the things I've never quite finish to understand were programming patterns. This book is so masterfully written that it doesn't just make them easy to comprehend and implement, it is also really enjoyable to read. It has many great examples, some bits of history and even some humor. I've used the things I learned with it, not only for games, but also for more generalist projects. Definitely a must.
I**D
Not just for game developers either!
An excellent read - very well structured and written - reads as a casual conversation with the author. While the content is quite in-depth, a consistent use of examples (both in concept and in code) makes it easy to keep reading page after page. This book is not just for game developers either - the patterns covered have a board application outside of game dev.
W**L
Un classique instantané
Bien qu"il soit associé aux jeu vidéo, ce bouquin est en fait l'un des meilleurs livres sur les design patterns que j'ai pu lire. L'auteur a un sens pédagogique certain : les explications sont claires, les exemples bien choisis et longuement interprétés. Les limites de chaque approche sont explicitées et mises en relation avec d'autres design patterns. Cerise sur le gâteau : le style est simple, précis, efficace et bourré d'humour. De nombreuses anecdotes personnelles donnent de la couleur au texte. Je recommande chaudement ce livre accessible et agréable mais qui n'en est pas moins rigoureux et efficace. Une réussite !
F**.
Sehr gutes, unterhaltsames Buch über Code-Patterns in Spielen
Ein sehr gutes Buch um Architektur-Patterns hinter Spielen (und anderer Software) zu verstehen. Wer schon ein wenig anfängliche Erfahrung in Frameworks wie Unity oder Unrealengine gesammelt hat und jetzt lernen möchte, wie man seinen Code besser strukturiert, dem kann ich das Buch wärmstens empfehlen. Es werden auch Grundlagen erklärt, die in vielen Spieleengines verwendet werden, dadurch ist das Buch auch allein für ein besseres Verständnis interessant. Aber Achtung! Wer lernen möchte, selber eine Engine von Grund auf zu schreiben, der braucht eher andere Literatur. Ebenfalls muss man schon ein wenig allgemeine Programmiererfahrung mitbringen, um die Konzepte verstehen und einordnen zu können. Durch die sehr unterhaltsame Schreibweise des Autors macht es Spaß, dieses fachlich ausgelegte Buch zu studieren und es hat einen festen Platz in meinem Bücherschrank gefunden.
H**O
Um excelente livro para engenheiros de software
Para entender o código e preceitos do livro é importante entender C/C++ ou linguagem similar para aplicação. Este livro não vai te ensinar a programar, mostrar aspectos particulares da linguagem ou de engines de games e não mostra códigos ou arquiteturas completas que servem para um jogo, porém o livro é uma excelente introdução ao design de software e como pensar sobre otimização. Este livro é excelente e você deve considerar lê-lo caso queira aprimorar seus conhecimentos na indústria pois cada exemplo deste livro é uma demonstração de aspectos que algumas vezes deixamos de considerar no momento de construir games e softwares.
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