논픽션
Every game starts as a clean idea and ends as a tangle of code nobody dares to touch. The hairball forms quietly: a feature that should take 5 minutes requires editing 7 files, and fixing 1 bug creates 3 more. This book is for the developer who has felt that fear and wants to escape it.
Code That Plays Well is a practical, problem-first tour of the patterns that matter in shipped games. No ivory tower theory, no UML diagrams. In 16 chapters you move from the game loop that drives every frame to the state machines that keep characters honest. You learn when composition beats inheritance and when a full entity-component-system is worth it. You see how the command pattern makes input rebindable, recordable, and replayable. You also cover what most pattern books skip: save and load, modding, UI that does not leak game logic, testing, performance budgets, and multiplayer.
What you will get:
• The game loop, fixed versus variable time steps, and update ordering traps that cause 1-frame delays • State patterns, hierarchical state machines, and explicit transitions for characters and AI • Object pooling, flyweight, data locality, and streaming for real hardware • Behavior trees, selectors, decorators, and the blackboard for smart enemy AI • Save system versioning, migration paths, and atomic writes that survive crashes • Mod-friendly architecture, data-driven design, and sandboxed Lua scripting • Client-side prediction, lag compensation, and rollback netcode
The book assumes you already write code and have built at least 1 small game. It is not tied to one engine: the patterns translate to Unity, Unreal, Godot, or a custom engine. Architecture is not a luxury for big studios; it is a survival strategy for every project. Investing 2 days in structure at the start of a 6-month project saves more than 2 weeks of refactoring later. This book builds the judgment to know when a pattern helps and when it hurts, so your code plays well with your players and teammates.
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전자책: 2026년 8월 18일
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