Game Programming Patterns

Total 3 Posts
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context.

Programming Patterns: An Event-Queue

In this tutorial we will learn how to use an event queue to unify all interactions between game characters, such as the player and NPCs, and application components, such as user input and audio.

Enabling HUDs

The current stack manager does not allow for Heads-Up-Display overlays yet, as each time a new state is pushed to the stack, the previous state is paused. We therefor have to add the possibilty to overlay states over each other: The Stack Overlaying States To add a new overlay, we

The States of a Game

In this tutorial we will implement a state manager (a deque) to handle different game states, or scenes, such as an intro sequence, a main menu, the main game scenes and a game menu.