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Table of Contents

Game Programming Patterns

    1. Acknowledgements
  1. Introduction
    1. Architecture, Performance, and Games
  2. Design Patterns Revisited
    1. Command
    2. Flyweight
    3. Observer
    4. Prototype
    5. Singleton
    6. State
  3. Sequencing Patterns
    1. Double Buffer
    2. Game Loop
    3. Update Method
  4. Behavioral Patterns
    1. Bytecode
    2. Subclass Sandbox
    3. Type Object
  5. Decoupling Patterns
    1. Component
    2. Event Queue
    3. Service Locator
  6. Optimization Patterns
    1. Data Locality
    2. Dirty Flag
    3. Object Pool
    4. Spatial Partition
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© 2009-2014 Robert Nystrom