As defined by GOF:
Creational Pattern
Provide an interface for creating families of related or depenedent objects without specifying their concrete classes.
As defined by GOF:
Creational Pattern
"Separate the construction of a complex object from its representation so that the same construction process can create different representations."
As defined by GOF: Creational Pattern "Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses."
Short for The Gang Of Four, who consist of:
¤ Erich Gamma
¤ Richard Helm
¤ Ralph Johnson
¤ John Vlissides
They are the authors of the criticly acclaimed book
Design Patterns: Elements of Reusable Object-Oriented Software
(ISBN: 0-201-63361-2 Addison-Wesley)
When using the term "GOF" one usually means that book.
With this book they imprinted the phrase "design pattern" on every programmers mind. It even has its own category here on Game Dictionary, "Design Patterns".
A particle system is a collection of entities, related or unrelated, that comply with a set of logical and physical rules. The components of a basic particle system are: an emitter, particles and particle modifiers. A particle is an entity that holds the necessary info about a particular particle in the system. The particle has different properties, or attributes, such as: velocity, position, size, affecting force, color, etc. The emitter is the object (usually not visible on screen) responsible for emitting the particles into the scene and giving them initial properties. Once these properties has been set, they can later be modified by the modifiers. The particles belonging to one particle system are usually associated with one texture. The texture is often applied to a rectangle that, in each game loop, is adjusted so that it always faces the camera, a technique known as billboarding.
One visual effect can be made up by many particle systems, with different textures and characteristics. A burning fire, for example, could consist of one particle system for the flames, one for the smoke, and another one for emitting sparks.
As defined by GOF:
Creational Pattern
"Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype."
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