Game Programming Patterns
Hi There
Things look a bit sparse, don't they? Well, the truth is you got here early. Kind of like that time you showed up for your friend's Christmas party and they were still putting up decorations and you had to sit on the couch clutching an eggnog while they worked awkwardly around you. Like that. Hopefully, not quite that awkward.
It's OK, though. I'm glad you're here. "Here", in case you don't know, is the online home for a book I'm working on. It's a collection of design patterns I've found in game code.
If you'd like to know when new chapters are online, follow me (@munificentbob) on twitter. I'll add a quick note there when new content for the book is up. You can also email me. My name is robert, and the domain is stuffwithstuff.com.
The Book
- Getting Started
- Introduction
- Why Software Architecture Matters
- How to Use Patterns (and How Not to Abuse Them)
- Design Patterns Revisited
- Prototype
- Singleton
- Flyweight
- Command
- Observer
- State
- Game Programming Patterns
- Sequencing Patterns
- Game Loop
- Update Method
- Double Buffer
- Behaving Patterns
- Component
- Type Object
- Subclass Sandbox
- Context Parameter
- Virtual Machine
- Communicating Patterns
- Service Locator
- Message
- Message Queue
- Area Effect
- Optimizing Patterns
- Object Pool
- Structure of Arrays
- Dirty Bits
- Sequencing Patterns