Programming and Technology/Game Programming Patterns for Beginners

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This guide is intended for novice programmers who have a working understanding of C++ but have little experience programming games. It is a collection of programming patterns that will focus entirely on the structure of game programming, rather than any specific API like DirectX or OpenGL.

As game programming is truly a symposium of other areas of programming, you'll find that most of these patterns are used quite often outside of the game industry. This is just a selection of patterns which solves many of the challenges of game programming.

Table of contents

[edit] Overriding Concept

This should be filled with a description about Coupling, Stability, and Orthogonality. Why engineering is important, and what patterns hope to accomplish.

[edit] Traditional Patterns

[edit] Creational Patterns

The Singleton Pattern - A structure for a unique object or sub-system in the game.
The Factory Pattern

[edit] Behavioral Patterns

The Command Pattern
The Model View Controller Pattern

[edit] Game Specific

[edit] Engine

Sub-Systems - A logical way to separate different systems in a game engine
Dealing With Heterogeneous Data Types
The Resource Manager
The Game Loop - The core of all games.
Frame Rate Independence - How to make sure your game always moves at the same speed.

[edit] Physics

The Scene Stack

[edit] AI

The Strategy Pattern

[edit] Graphics

The Scene Stack
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