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Game Programming Patterns now available in print and eBook (gameprogrammingpatterns.com)
53 points by mattrepl 4240 days ago
2 comments

You beat me to it! Now you get all the sweet, delicious karma.

Author here (as some of you know already). I'd love to answer any questions you have!

Torn between the Kindle version and the paperback.

Which one gives you more money?

I'm going to latch onto this comment because I basically want to know the same thing. What store and version of the book nets you the most money?
Thanks for writing the book! I first learned about it from here awhile back. It's extremely helpful to get an expert's take on the what and why of organizing game code.
I also give my thanks. This was very helpful for me at the beginning of the year.
You're welcome!
Is there any chance the code snippets translated to other languages, such as Rust (when it hits 1.0) & JavaScript?

I saw that the Command pattern has JS snippets and Prototype talks about JS, but most patterns don't seem to talk about JS.

BTW, JS is a prototypical language wrapped in classical syntax. That syntax exists because of Sun & Java's intervention. I find that using most of the language constructs there lead to more brittle code than writing it yourself. Object.create() might not have been in the language since the beginning, but it's here now, and it's what should be used.

"You don’t see many games where each monster is a unique snowflake, like “sort of halfway between a troll and a goblin with a bit of snake mixed in”."

You don't see many games where that's the case because classical programming makes it hard to do that. Programming with classes makes you think of homogenous classes of stuff, and that leads to homogenous stuff.

I'm very much looking forward to read this, perfectly timed release for the upcoming Ludum Dare (December 5th-8th)

http://ludumdare.com/compo/