Quote:Original post by Sambori
Patterns can greatly help setting up an object oriented game framework that can be used in different genres. Regardless of the AI used or the presentation of various in game objects, the design should scalable and maintainable.
You're doing it wrong!
This type of mentality is exactly backwards from the intended usage of patterns, which is largely the reason they have gained a bad reputation with experienced developers.
The idea of patterns was to develop a shared vocabulary to simply describe commonly-used techniques employed to solve specific problems. This mentality suggests that you are looking at a design and asking what patterns are applicable, which often results in bloated and overly-complex codes.
That's not to say that you shouldn't use a state pattern or a factory pattern, but rather that your decision to use such a pattern should be because that's what solves the problem correctly. The fact that it is a pattern is incidental to your decision.
Quote:Original post by AntheusQuote:all the examples I found in pattern books and tutorials are plain simple and superficial.Because that is all patterns are.
QFE. The reason all the pattern examples in those books seem simple and superficial is because they are. The reason why they are is because patterns are a descriptive language for programming techniques, not a how-to coding cookbook.