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README.md

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@@ -3,7 +3,7 @@ Issues and pull requests are more than welcome!
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## Building the Book
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The book is written in Markdown (in `book/`). A little Python script (`script/format.py`) converts that along with a SASS file (`asset/style.scss`) and HTML template (`asset/template.html`) to the final HTML (in `book/`). To run the format script locally, you'll need to have Python 2.7-ish, and install Python Markdown, Pygments, and SmartyPants:
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The book is written in Markdown (in `book/`). A little Python script (`script/format.py`) converts that along with a SASS file (`asset/style.scss`) and HTML template (`asset/template.html`) to the final HTML (in `html/`). To run the format script locally, you'll need to have Python 2.7-ish, and install Python Markdown, Pygments, and SmartyPants:
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$ pip install markdown
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$ pip install pygments
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That will monitor the file system for changes to the markdown files, SASS file, or HTML template, and reprocess them as needed.
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[game programming patterns]: http://gameprogrammingpatterns.com/
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[game programming patterns]: http://gameprogrammingpatterns.com/

asset/template.html

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@@ -40,6 +40,6 @@ <h1 class="book"><a href="/">Game Programming Patterns</a>{{section_header}}</h1
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</nav>
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</div>
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</div>
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<footer>&copy; 2009-2014 Robert Nystrom</footer>
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<footer>&copy; 2009-2015 Robert Nystrom</footer>
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</body>
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</html>

book/component.markdown

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@@ -612,7 +612,7 @@ likely support more than one at the same time in your designs.
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<span name="queue">Now</span>, if a component has access to its
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container, it can send messages to the container, which will
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rebroadcast the message to all of the contained components. (That
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inclues the original component that sent the message; be careful that
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includes the original component that sent the message; be careful that
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you don't get stuck in a feedback loop!) This has a couple of
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consequences:
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## See Also
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* The [Unity](http://unity3d.com) framework's core [`GameObject`](http://docs.unity3d.com/Documentation/Manual/GameObjects.html) class is designed
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entirely around [components](http://docs.unity3d.com/Documentation/Manual/UsingComponents40.html).
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entirely around [components](http://docs.unity3d.com/Manual/UsingComponents.html).
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* The open source [Delta3D](http://www.delta3d.org) engine has a base
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`GameActor` class that implements this pattern with the appropriately named

book/data-locality.markdown

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OK, this is the last example of a simple technique for making your cache
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happier. Say we've got an AI component for some game entity. It has some state
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in it -- the animation it's currently playing, a goal position its heading
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in it -- the animation it's currently playing, a goal position it's heading
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towards, energy level, etc. -- stuff it checks and tweaks every single frame.
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Something like:
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book/object-pool.markdown

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The pool needs to know which particles are available for reuse. It gets this
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from the particle's `inUse()` function. This function takes advantage of the fact that
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particles have a limited lifetime and uses the `_framesLeft` variable to
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particles have a limited lifetime and uses the `framesLeft_` variable to
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discover which particles are in use without having to store a separate flag.
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The pool class is also simple:
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When a particle isn't in use, most of its state is irrelevant. Its position and
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velocity aren't being used. The only state it needs is the stuff required to
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tell if it's dead. In our example, that's the `_framesLeft` member. All those
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tell if it's dead. In our example, that's the `framesLeft_` member. All those
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other bits can be reused. Here's a revised particle:
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^code 4

code/cpp/component.h

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switch (Controller::getJoystickDirection())
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{
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case DIR_LEFT:
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velocity_ -= WALK_ACCELERATION;
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break;
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velocity_ -= WALK_ACCELERATION;
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break;
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case DIR_RIGHT:
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velocity_ += WALK_ACCELERATION;
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break;
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velocity_ += WALK_ACCELERATION;
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break;
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//^omit
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case DIR_NONE: break; // Do nothing.
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//^omit

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