Game Development Patterns with Godot 4, Campos Н., 2025

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Game Development Patterns with Godot 4, Campos Н., 2025.
        
   Hello there! I’m Henrique Campos, also known as Pigdev, and in this book, we will talk about a topic that always intrigues me: design patterns. Specifically, in this book, we will talk about object-oriented programming design patterns. The idea behind this is that there are numerous problems regarding design that are common, so instead of reinventing the wheel, we can stand on the shoulders of giants and rely on tested, time-proven solutions.

Game Development Patterns with Godot 4, Campos Н., 2025


Learning the basics of OOP.
When we talk about programming, we are trying to convey the idea of a structured formalization of a solution to a given problem. This is what an algorithm is, and to program is to be able to formalize such solutions in such a way that everyone can follow the steps and get the same result. In that sense, programming is almost a science. However, the philosophical aspect of this craft is that we work with how each individual approaches the problem. Drawing from their own knowledge and experiences, they implement a variety of solutions, all of which can achieve the same goal.

The computer comes in to automate the implementation of the solutions that we created. Computers are pretty standard when it comes to reasoning, so they are perfect for following instructions as they won't pollute the solution with subjective matters and will be as accurate as the instructions allow. Note that we are going to avoid the engineering aspects of computing here. I don’t need you to understand computers, how they work, how electricity turns into bits, or any of these aspects. I want you to become an excellent problem solver who can look at a problem, think about a solution, and formalize it. Nonetheless, to code these solutions, you will need to write them in a language that the computer can understand, so keep that in mind. First, you must think about a solution from a human perspective, then translate it into code so the machine can understand and test it for you.

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



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2026-01-09 13:10:04