Coding a 2D Game Engine for ESP32: a Showcase of Design Patterns
Gianadda, David Jean Raymond (2024)
Gianadda, David Jean Raymond
2024
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024060621730
https://urn.fi/URN:NBN:fi:amk-2024060621730
Tiivistelmä
This product thesis documents the development of a 2D game engine for the ESP32 microcontroller platform. The aim of the thesis is to provide a concrete and documented example of design patterns implementation, serving as a demonstration of competency for the author and as an educational tool for the reader. The thesis is structured into an introduction, theoretical framework, practical part, and discussions chapters.
The introduction provides context for the project and outlines its scope, targeting readers interested in design patterns implementation in game development and embedded systems programming. The theoretical framework covers essential concepts such as object-oriented programming, design patterns, and clean coding principles, laying the groundwork for the practical development phase.
The practical part details the iterative process of building the game engine, focusing on key components such as input management, scene management, and core architecture. Design patterns such as Singleton, Composite, and State are integrated into the engine's architecture to enhance modularity and scalability.
In the discussions chapter, potential future features implementations are explored and the use of artificial intelligence during the thesis work is explained. Sustainability topics are discussed, and the conclusion of the work is provided.
Overall, this thesis provides a comprehensive exploration of game engine development on the ESP32 platform, with a focus on clean coding practices and the use of design patterns.
The introduction provides context for the project and outlines its scope, targeting readers interested in design patterns implementation in game development and embedded systems programming. The theoretical framework covers essential concepts such as object-oriented programming, design patterns, and clean coding principles, laying the groundwork for the practical development phase.
The practical part details the iterative process of building the game engine, focusing on key components such as input management, scene management, and core architecture. Design patterns such as Singleton, Composite, and State are integrated into the engine's architecture to enhance modularity and scalability.
In the discussions chapter, potential future features implementations are explored and the use of artificial intelligence during the thesis work is explained. Sustainability topics are discussed, and the conclusion of the work is provided.
Overall, this thesis provides a comprehensive exploration of game engine development on the ESP32 platform, with a focus on clean coding practices and the use of design patterns.