2007Unpublished venueRequires access

Computer games as motivation for design patterns

Paul Gestwicki

Open publisher page 33 citations

Abstract

We present a computer game case study that can be used to motivate the need for design patterns. Design patterns are often misunderstood, but good examples can motivate students to work at understanding patterns. Computer games are used in many books and online resources to teach programming concepts, but these examples are usually simplified or non-object-oriented. We present a simple game that exhibits functionality found in commercial games (animation, collision detection, etc.) and show how it can be used as a case study for design patterns. Specifically, we illustrate how the state, facade, observer, strategy, and visitor patterns can replace procedural approaches for implenting the logic and animation of game written in Java.

About this research paper

What this paper is about

We present a computer game case study that can be used to motivate the need for design patterns. Design patterns are often misunderstood, but good examples can motivate students to work at understanding patterns. Computer games are used in many books and online resources to teach programming concepts, but these examples are usually simplified or non-object-oriented. We present a simple game that exhibits functionality found in commercial games (animation, collision detection, etc.) and show how it can be used as a case study for design patterns. Specifically, we illustrate how the state, facade, observer, strategy, and visitor patterns can replace procedural approaches for implenting the logic and animation of game written in Java.

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OpenAlex reports 33 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

We present a computer game case study that can be used to motivate the need for design patterns. Design patterns are often misunderstood, but good examples can motivate students to work at understanding patterns. Computer games are used in many books and online resources to teach programming concepts, but these examples are usually simplified or non-object-oriented. We present a simple game that exhibits functionality found in commercial games (animation, collision detection, etc.) and show how it can be used as a case study for design patterns. Specifically, we illustrate how the state, facade, observer, strategy, and visitor patterns can replace procedural approaches for implenting the logic and animation of game written in Java.

Key concepts: Computer science, Animation, Visitor pattern, Java, Computer game, Human–computer interaction, Computer animation, Game design

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