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Game Development Patterns with Godot 4

You're reading from   Game Development Patterns with Godot 4 Create resilient game systems using industry-standard solutions in Godot

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Product type Paperback
Published in Jan 2025
Publisher Packt
ISBN-13 9781835880289
Length 304 pages
Edition 1st Edition
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Author (1):
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Henrique Campos Henrique Campos
Author Profile Icon Henrique Campos
Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Object-Oriented Design Principles FREE CHAPTER
2. Chapter 1: Understanding Object-Oriented Design 3. Chapter 2: Learning the Four Fundamental Pillars 4. Chapter 3: Creating SOLID Design Solutions 5. Chapter 4: Favoring Composition Over Inheritance 6. Part 2: Basic Design Patterns
7. Chapter 5: Maintaining Global States with the Singleton Pattern 8. Chapter 6: Decoupling Objects with the Observer Pattern 9. Chapter 7: Spawning Game Objects with the Factory Pattern 10. Chapter 8: Changing Object Behavior with the State Pattern 11. Chapter 9: Designing Actors with the Command Pattern 12. Part 3: Advanced Design Patterns
13. Chapter 10: Implementing AI with the Strategy Pattern 14. Chapter 11: Creating a Power-Up System with the Decorator Pattern 15. Chapter 12: Cross-Fading Transitions with the Service Locator Pattern 16. Chapter 13: Improving Game Feel with the Event Queue Pattern 17. Index 18. Other Books You May Enjoy

Who this book is for

This book is for anyone with sufficient knowledge to understand what variables and methods are. As we introduce basic programming and object-oriented programming concepts, most of the content in the book can be used by intermediate to advanced programmers. People who have experience with GDScript and the Godot Engine editor will take the most out of this book as the main focus is to present the design patterns themselves. People with no programming background will have trouble understanding the core concepts and how each pattern helps to solve specific issues.

The three main skills our audience must have in order to make great use of this book are as follows:

  • Understanding the nodes and resources philosophy behind Godot Engine’s design
  • Basic knowledge of the GDScript language’s syntax
  • Experience with programming concepts such as functions, variables, constants, algorithms, and procedures

To summarize it all, if you have already made one or two games with Godot Engine or similar applications, you will be able to understand the concepts presented in this book and the problems that we face throughout the process of making a game. Understanding these problems is fundamental to understanding the value of using the design patterns we will introduce in this book. But if you have good abstract thinking and can intuitively understand how one approach can generate issues as projects scale, then you will also be able to engage with this book’s value proposition.

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