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Subcategory: Code Design |
Topic |
Author |
Description |
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Removing The 'Tech' From 'Design Document' [Added: 2/20/2002]
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Michael Sikora
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Explains what a technical document is, and how it can speed up the development process. |
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The C++ Pimpl [Added: 4/2/2002]
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Sobeit Void
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Describes a method allowing you to modify the private interface of your class while avoiding recompilation of code using the public interface. |
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Using PDL for Code Design and Documentation [Added: 6/13/2001]
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Drew Sikora
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Describes how Program Design Language can be used to improve your code design. |
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Subcategory: Design Patterns |
Topic |
Author |
Description |
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Patterns FAQ [Added: 6/19/2001]
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Kevin Hawkins
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Explains the basic concepts behind the patterns listed here. |
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Appearance Map [Added: 6/19/2001]
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Zachary Booth Simpson
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Isolate Model state from Model appearance to minimize impact on controllers when art changes. |
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Context/Virtual Self [Added: 6/19/2001]
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Mat Noguchi
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Sharing state data between multiple objects, either to implement a finite state machine or to compose multiple objects to perform a particular task. |
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Controller [Added: 6/19/2001]
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Zachary Booth Simpson
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Update a Model's state based on circumstance. |
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Controller State Machine [Added: 6/19/2001]
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Zachary Booth Simpson
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Track a complicated state process with a controller. |
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Creating a Generic Object Factory [Added: 5/19/2004]
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Robert Geiman
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Provides an explanation and implementation of object factories. |
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Design Pattern: Variant [Added: 12/24/2003]
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Ernest S. Pazera
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Presents a pattern useful in message handling and AI. |
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Double Buffered State [Added: 6/19/2001]
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Zachary Booth Simpson
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Track an old and new state for multi-Model Controllers. |
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Gateway [Added: 6/19/2001]
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Zachary Booth Simpson
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Isolate database changes for index and/or client/server synchronization. |
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Mini-kernel [Added: 6/19/2001]
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Zachary Booth Simpson
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Provide each Controller with a chance to execute once per game frame. |
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Model [Added: 6/19/2001]
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Zachary Booth Simpson
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Store the state of an object which exists in the game world. |
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Model Database [Added: 6/19/2001]
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Zachary Booth Simpson
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Aggregate the Model objects into one database. |
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Reflective Factory [Added: 6/19/2001]
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Chris Hargrove
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Treat the class of an object as its own object, serving as both a factory for runtime instantiation and a mechanism for simple reflection services like runtime type identification.
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Render Delegation [Added: 6/19/2001]
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Zachary Booth Simpson
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Pass-off special render cases to Model code. |
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Spatial Index [Added: 6/19/2001]
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Zachary Booth Simpson
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Speed searches by position in a Model Database. |
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The One: A Singleton Discussion [Added: 5/24/2002]
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Robin Tan
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Discusses some of the problems encountered when using the singleton pattern, and suggests some solutions, including nifty counters and Zerob singletons. |
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The Singleton Class Cluster [Added: 7/6/2005]
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Tristam MacDonald
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Suggests an optimal implementation of the singleton and a way to combine it with the class cluster design pattern. |
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Trigger [Added: 6/19/2001]
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Zachary Booth Simpson
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Provide a simple mechanism for building geometric game puzzles. |
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Type Database [Added: 6/19/2001]
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Zachary Booth Simpson
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Store information which is common to Model types. |
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Usecode [Added: 6/19/2001]
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Zachary Booth Simpson
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Create a simple and safe embedded language with which game designers and (potentially) end-users can build game logic. |
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View [Added: 6/19/2001]
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Zachary Booth Simpson
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Render the visible Models given a P.O.V. |
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Subcategory: Design Patterns Links |
Topic |
Author |
Description |
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Design Patterns Tutorial [Added: 6/20/2001]
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Gives an introduction to the concept of design patterns in programming. |
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Gamasutra: Patterns [Added: 6/20/2001]
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Game development patterns, updated monthly. |
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Patterns Home Page [Added: 6/20/2001]
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The centralized home of everything patterns. Includes a list of general software pattern resources. |
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Subcategory: Formal Methods |
Topic |
Author |
Description |
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A Review of Formal Methods [Added: 8/29/2001]
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Robert L. Vienneau
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This report overviews the technical basis for formal methods, while critically noting weaknesses. |
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An Analysis of two Formal Methods: VDM and Z [Added: 8/29/2001]
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Thomas McGibbon
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This paper compares and contrasts the strengths and weaknesses of the Vienna Development Method (VDM) and Z in the software design life cycle phase, and compares and contrasts VDM and Z to other formal models. |
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Beyond the black box: Open implementation [Added: 8/29/2001]
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Gregor Kiczales
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Open Implementation is a software design technique that helps write modules that are both reusable and very efficient for a wide range of clients.
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Blind Man's Bluff [Added: 3/20/2004]
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Dean Margerison
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Provides a brief insight into the current problems that many projects face, and what can be done to transform the situation for the better. |
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Game Unified Process [Added: 5/14/2003]
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Kevin Flood
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Describes how the author applied Rational and XP development processes to game development. |
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Incremental Development [Added: 6/24/2002]
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Drew Sikora
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This article will introduce you to a method of development that will supplement skill, knowledge, dedication, and goals in order to enable you to achieve your goals. |
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Test Driving Expression Template Programming [Added: 6/27/2004]
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Kent Lai
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In this article, you will be introduced to the concept of writing unit tests for your projects, and going a step further, to begin driving your development process with the test first, code later concept. |
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Subcategory: Object Oriented |
Topic |
Author |
Description |
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A Laboratory for Teaching Object-Oriented Thinking [Added: 8/29/2001]
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Kent Beck and Ward Cunningham
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Description of software design technique for both novice and experienced procedural programmers to the anthropomorphic perspective necessary for object-oriented design. |
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Building bug-free O-O software: An introduction to Design by Contract [Added: 8/29/2001]
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ISE
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The notion of Design by Contract is central in the systematic approach to object-oriented software construction, as embodied in the Eiffel method. This article presents the key ideas.
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Design Principles and Design Patterns [Added: 8/29/2001]
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Robert C. Martin
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A brief explanation of the ten Principles of OOD with supporting patterns. |
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No Silver Bullet Reconsidered [Added: 8/29/2001]
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Brad Cox
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Superdistribution could let software engineers overcome the software crisis as tangible domains surmounted the same problem, by encapsulating complexity so thoroughly that everyone else can forget it. The solution requires enforcing property rights in digital goods as robustly as conservation of mass enforces them for tangible goods. |
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Object-Oriented Metrics: People and Publications [Added: 8/29/2001]
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Empirical Software Engineering Research Group
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This annotated bibliography is meant to offer an authoritative coverage of what is known about measurement of object-oriented technology and its use. |
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Object-Oriented Scene Management [Added: 5/2/2002]
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Jeff Kershner
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This article will present an abstract, expandable, object-oriented method to handle generic objects for a practical and organized game engine. |
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Object-Oriented System Development Method [Added: 8/29/2001]
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Dennis de Champeaux, Douglas Lea, and Penelope Faure
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Complete description of a object-oriented software development method. |
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Principles of Object-Oriented Design [Added: 8/29/2001]
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Robert C. Martin
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Robert C. Martin describe several key design principles for object-oriented software and source code dependency management |
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Structuring Use Cases with Goals [Added: 8/29/2001]
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Alistair Cockburn
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This paper introduces a theory based on a small model of communication, distinguishing "goals" as a key element of use cases. The result is an easily used, scaleable, recursive model that provides benefits outside requirements gathering: goals and goal failures can be explicitly discussed and tracked; the goals structure is useful for project management, project tracking, staffing, and business process reengineering. The model and techniques described here have been applied and evaluated on a relatively large (50 work-year, 200 use-case) project. |
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The UML v1.1 and Beyond: The Techniques of Object-Oriented Modeling [Added: 8/29/2001]
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Scott W. Ambler
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This white paper describes the object-oriented (OO) modeling techniques employed on large-scale, mission-critical (MCCR) applications using the Unified Modeling Language (UML) v1.1. |
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