Top 20 Game Programming Patterns
Data structures are foundational concepts in computer science that enable the efficient organization and manipulation of data. Understanding these structures is crucial for solving complex programming problems and optimizing code performance. Here, we delve into the top 20 data structures that are essential for modern programming, covering a range from basic to more advanced constructs.
Game Programming Patterns - the book. by Bob Nystrom
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Name: Command
Description: Encapsulates a request as an object, thereby allowing for parameterization and queuing of requests.
Use Cases:
Implementing game controls, undo operations, macro commands.
class Command { execute() { /* Command execution logic */ } } class Invoker { constructor(command) { this.command = command; } invoke() { this.command.execute(); } }
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Name: Flyweight
Description: Reduces the cost of creating and manipulating a large number of similar objects.
Use Cases:
Rendering forests, crowds, or particle systems where objects share states.
class Flyweight { constructor(sharedState) { this.sharedState = sharedState; } }
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Name: Observer
Description: Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
Use Cases:
Updating game UI, event handling, notifications.
class Observer { update(data) { /* Handle update */ } } class Subject { constructor() { this.observers = []; } addObserver(observer) { this.observers.push(observer); } notify(data) { this.observers.forEach(observer => observer.update(data)); } }
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Name: Prototype
Description: Creates new objects by copying an existing object, known as the prototype.
Use Cases:
Spawning identical game objects with slight variations, object pooling.
class Prototype { clone() { return Object.create(this); } }
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Name: Singleton
Description: Ensures a class has only one instance and provides a global point of access to it.
Use Cases:
Managing the game state, accessing a database or filesystem, logging.
class GameManager { static instance; static getInstance() { if (!GameManager.instance) { GameManager.instance = new GameManager(); } return GameManager.instance; } }
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Name: State
Description: Allows an object to alter its behavior when its internal state changes.
Use Cases:
Character state management (idle, running, jumping), game level states.
class State { handle(context) { /* Handle state */ } } class Context { constructor(state) { this.state = state; } request() { this.state.handle(this); } }
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Name: Component
Description: Allows composition of entities from individual parts rather than inheriting from a base or parent class.
Use Cases:
Creating game entities with mix-and-match capabilities, enhancing flexibility in game object behavior.
class Component { constructor(entity) { this.entity = entity; } } class Entity { constructor() { this.components = []; } addComponent(component) { this.components.push(component); } }
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Name: Factory Method
Description: Defines an interface for creating an object but lets subclasses decide which class to instantiate.
Use Cases:
Creating different enemy types, level generation, customizable game objects.
class Creator { createObject() { throw new Error("This method should be overridden"); } } class ConcreteCreator extends Creator { createObject() { return new ConcreteProduct(); } }
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Name: Game Loop
Description: A central game control flow mechanism that updates the game state and renders the game at a constant rate.
Use Cases:
Most real-time games, animations, real-time simulations.
Below is an example of a Game Loop:
function gameLoop() { update(); render(); requestAnimationFrame(gameLoop); } requestAnimationFrame(gameLoop);
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Name: Update Method
Description: Separates the game state update logic from the rendering logic, typically called within the game loop.
Use Cases:
Real-time game updates, physics simulations, AI behavior updates.
class GameObject { update() { // Update object state } }
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Name: Spatial Partition
Description: Divides the game world into distinct sectors to reduce the number of calculations required for spatial interactions.
Use Cases:
Collision detection, efficient rendering of only visible objects, AI pathfinding.
An example of a Spatial Partition
// Simplified example: Creating a grid for spatial partitioning class Grid { constructor() { this.cells = []; } add(object, x, y) { // Add object to grid cell } }
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Name: Decorator
Description: Adds new functionality to an object dynamically without altering its structure.
Use Cases:
Adding power-ups to a player character, dynamic game object abilities.
class Decorator { constructor(component) { this.component = component; } operation() { this.component.operation(); // Added behavior } }
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Name: Strategy
Description: Enables an object to change its behavior by changing its strategy object.
Use Cases:
Changing AI tactics, player control schemes, game difficulty levels.
class Strategy { algorithm() { /* Implementation */ } } class Context { constructor(strategy) { this.strategy = strategy; } executeStrategy() { this.strategy.algorithm(); } }
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Name: Memento
Description: Captures and externalizes an object's internal state without violating encapsulation, so the object can be returned to this state later.
Use Cases:
Save game functionality, undo features in game editors.
class Memento { constructor(state) { this.state = state; } }
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Name: Builder
Description: Separates the construction of a complex object from its representation so that the same construction process can create different representations.
Use Cases:
Creating complex game levels, character customization, complex object configurations.
class Builder { buildPartA() {} buildPartB() {} getResult() { // Return the final product } }
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Name: Chain of Responsibility
Description: Passes a request along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.
Use Cases:
Input command processing, event handling systems where multiple objects may handle an event.
Example of a Chain of Responsibility
class Handler { constructor(successor = null) { this.successor = successor; } handle(request) { if (this.canHandle(request)) { // Handle request } else if (this.successor) { this.successor.handle(request); } } canHandle(request) { // Determine if the handler can handle the request return false; } }
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Name: Mediator
Description: Defines an object that encapsulates how a set of objects interact. The mediator promotes loose coupling by keeping objects from referring to each other explicitly.
Use Cases:
Simplifying communication between multiple objects or classes, such as UI elements and game logic.
class Mediator { notify(sender, event) { // Handle notification } } class Component { constructor(mediator) { this.mediator = mediator; } send(event) { this.mediator.notify(this, event); } }
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Name: Adapter (Wrapper)
Description: Allows the interface of an existing class to be used as another interface. It is often used to make existing classes work with others without modifying their source code.
Use Cases:
Integrating external libraries or APIs, compatibility layers between new code and legacy systems.
Example of a Adapter (Wrapper)
class Adapter { constructor(adaptee) { this.adaptee = adaptee; } request() { return this.adaptee.specificRequest(); } } class Adaptee { specificRequest() { // Specific request processing return "Adaptee's behavior"; } }
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Name: Visitor
Description: Allows for one or more operation to be applied to a set of objects at runtime, decoupling the operations from the object structure.
Use Cases:
Implementing operations over complex object structures, like game worlds or UI hierarchies, without changing the objects themselves.
class Visitor { visitConcreteElementA(element) { // Visit ConcreteElementA } visitConcreteElementB(element) { // Visit ConcreteElementB } } class ConcreteElementA { accept(visitor) { visitor.visitConcreteElementA(this); } } class ConcreteElementB { accept(visitor) { visitor.visitConcreteElementB(this); } }
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Name: Event Queue
Description: Manages game events or messages in a queue, processing them sequentially to avoid conflicts and ensure predictable execution order.
Use Cases:
Handling game events, input processing, scripting and command execution, where the timing and order of operations are crucial.
class EventQueue { constructor() { this.queue = []; } addEvent(event) { this.queue.push(event); } processEvents() { while (this.queue.length > 0) { const event = this.queue.shift(); // Process event } } }
Conclusion
In this blog post, we explored the top 20 game programming patterns that can greatly enhance the design and development of video games. These patterns provide solutions to common problems and challenges faced by game developers, such as managing game events, decoupling operations from object structures, and ensuring predictable execution order.
By applying these patterns, developers can improve the maintainability, extensibility, and overall quality of their game code. They can also promote code reusability and facilitate collaboration among team members.
Whether you're a beginner or an experienced game developer, understanding and utilizing these programming patterns can greatly enhance your game development skills and help you create more robust and efficient games.
Remember, mastering these patterns takes practice and experience. So, don't hesitate to experiment with them in your own game projects and explore how they can be adapted to suit your specific needs.
Happy coding and happy game development!