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Game Programming Patterns
Robert Nystrom
First Edition, 2014
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ISBN: 978-0990582519
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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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