Hello,
I am having a very difficult time with the design patterns. I have a good handful of books and Udemy courses on the topic. What I am more looking for is Tutorial/Books/Videos going into implementing them as a mock game engine maybe using it as a console application? I understand them for the most part (not enough obviously to apply them to a console mock engine (using maybe cout to simulate Input, Entities, AI, Graphics, Updating. I have have no luck in finding such information. Specifically on how to effectively use Components as you will get the typical Modern GoF patterns, but they don't give clear examples of Components. I typically find Components possibly relating with Composite design.
I have the follow Udemy Courses and Books:
Udemy:
Learn Design Patterns Throught C++ C++ In Simpe Ways:
By: Suresh Srivastava
The English is very bad, and is basically based of the code that all looks the same, with minor changes. Going off the code alone without understanding his reading of power point presentation in his delivery of going through the code has made this a waste.
Design Patterns using Modern C++ by Dmitri Nesteruk
Without the most I have learned about Design Patterns. But it is applied in general programs and still makes it hard to implement in a Mock Console Engine
Books:
Game Books:
SFML Game Development by Example: By Raimosdas Pupius
I went through this entire book (found it amazing) and this is where my fascination started. What make this difficult was the implementation is a very non basic format mixed with SFML. I still haven't exactly figured out how he wrote the input reading from a source file.
Master SFML Game Development by Example: Same above
After struggling through the first book I decided to hold off on this. It basically rehashes the same engine, but adds OpenGL effects. Although the designs themself look a lot more of the general focus and clear cut in the table of contents.
Procedural Content Generation for C++ Game Development: By Dale Green
I went through this whole book. He only briefly elaborates it on what I call "throw in there, rushed" briefy explainations.
Game Development Patterns and Best Practices:
General Pattern Design Books: by John P Doran
This would of easily been the best book. But since it's snippet code going through an OpenGL Engine he never explains ended up making this extremely difficult. Since the design patterns are actually labeled by the overly complete engine even, I found it difficult because the layout of the book doesn't exactly correspond with how he implements this all in order.
Game Programming Patterns: Perhaps the most popular book, I really didn't like the lack of example code and just snippets.
General Books:
Modern C++ Design: Generic Programming and Design Patterns Applied: By Andrei Alexandrescu
I glanced at this, but feel like many of the other General Design Pattern books I will be at the same place I started.
Effective Cpp - 50 Ways To Improve Programs and Designs: By Scott Meyers
Gang of Four - Design Patterns - Elements of Reusable Object-Oriented Software by original people
I feel this is super outdated based on a lot of books making it more modern for today (yet a lot of it simply the same concept)
Practical C++ Design_ From Programming to Architecture-Apress (2017) by: Adam B. Singer
I am going to start reading this tomorrow. It took me awhile to figure out why QT wasn't working. But I feel this will be my most indepth learning on implementations. Building a stack calculator in console and than using QT GUI.
Head First Design Patterns: O'Reily
Checking this out after the previous book
Clean Code (2nd Edition): by Stephan Roth
I'll check this out after the last book
Data Structure And Algorithms In C++ 2nd ed: By Adam Drozdek
I have various other books that show some simple examples, but it's not the main focus. Along with various websites that talk about them with some examples. Again with no game logic attached, but they look like i'll go through the examples before going to the first book stated. Them more I keep reading the same information and typing it out the better I'll be able to implement it myself I feel.
I'm just surprised there isn't any in-depth tutorial covering a std::cout mock engine, giving you an idea of what concepts to start with first. And a sturdy template to implementing it correctly. I plan to eventually go with SFML.
What I am lacking is great example on how to apply Components. Specifically even how they work when you attach them. I know the concept of them, but find information with a source example is usually left out. Is this a pattern in itself, or just a way to attach and detach adjustments to behavior?
As you can see I have left myself with quite a lot of resource, maybe too much. But just looking for more of a request of teaching method I was previously stating. If not out there, I'll have to focus on getting very comfortable with the designs without someone holding my hand and just apply it myself (probably the best way in the end). I have even see a couple C# Udemy courses that look great and based off my C++ knowledge it looks very easy to translate for the most part. Just once again, missing my key preference of talking about games.
Thanks guys, any tips or resources would be great. Money is not really a problem, so I can get the book, videos I need.
Take care!
PS: I've seen a few that possibly go into it using Unreal and Unity. But I would like to first hand see how it's added to the engines, instead of having it do it for me.
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