Game Programming Patterns book cover

Game Programming Patterns

Robert Nystrom

First Edition, 2014 ISBN: 978-0990582519 312 pages
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Chapter 1: Architecture, Performance, and Games

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Chapter 2: Singleton

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Chapter 3: Object Pool

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Chapter 4: Event Queue

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Chapter 5: Service Locator

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Chapter 6: Command

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Chapter 7: Flyweight

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Chapter 8: Observer

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Chapter 9: Prototype

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Chapter 10: Singleton Variant: Monostate

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Chapter 11: State

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Chapter 12: Type Object

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Chapter 13: Component

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Chapter 14: Double Buffer

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Chapter 15: Game Loop

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Chapter 16: Update Method

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Chapter 17: Bytecode

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Chapter 18: Subclass Sandbox

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Chapter 19: Type Squashing

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Chapter 20: Dirty Flag

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Chapter 21: Object Pool Pattern (Alternative Discussion)

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Chapter 22: Spatial Partitioning

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Chapter 23: Conclusion: Design Decisions

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