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Design Patterns

Resources Listed: 21
Design Patterns
Topic Author Description
Patterns FAQ
[Added: 6/19/2001]
Kevin Hawkins  Explains the basic concepts behind the patterns listed here. 
Appearance Map
[Added: 6/19/2001]
Zachary Booth Simpson  Isolate Model state from Model appearance to minimize impact on controllers when art changes. 
Context/Virtual Self
[Added: 6/19/2001]
Mat Noguchi  Sharing state data between multiple objects, either to implement a finite state machine or to compose multiple objects to perform a particular task. 
Controller
[Added: 6/19/2001]
Zachary Booth Simpson  Update a Model's state based on circumstance. 
Controller State Machine
[Added: 6/19/2001]
Zachary Booth Simpson  Track a complicated state process with a controller. 
Creating a Generic Object Factory
[Added: 5/19/2004]
Robert Geiman  Provides an explanation and implementation of object factories. 
Design Pattern: Variant
[Added: 12/24/2003]
Ernest S. Pazera  Presents a pattern useful in message handling and AI. 
Double Buffered State
[Added: 6/19/2001]
Zachary Booth Simpson  Track an old and new state for multi-Model Controllers. 
Gateway
[Added: 6/19/2001]
Zachary Booth Simpson  Isolate database changes for index and/or client/server synchronization. 
Mini-kernel
[Added: 6/19/2001]
Zachary Booth Simpson  Provide each Controller with a chance to execute once per game frame. 
Model
[Added: 6/19/2001]
Zachary Booth Simpson  Store the state of an object which exists in the game world. 
Model Database
[Added: 6/19/2001]
Zachary Booth Simpson  Aggregate the Model objects into one database. 
Reflective Factory
[Added: 6/19/2001]
Chris Hargrove  Treat the class of an object as its own object, serving as both a factory for runtime instantiation and a mechanism for simple reflection services like runtime type identification.  
Render Delegation
[Added: 6/19/2001]
Zachary Booth Simpson  Pass-off special render cases to Model code. 
Spatial Index
[Added: 6/19/2001]
Zachary Booth Simpson  Speed searches by position in a Model Database. 
The One: A Singleton Discussion
[Added: 5/24/2002]
Robin Tan  Discusses some of the problems encountered when using the singleton pattern, and suggests some solutions, including nifty counters and Zerob singletons. 
The Singleton Class Cluster
[Added: 7/6/2005]
Tristam MacDonald  Suggests an optimal implementation of the singleton and a way to combine it with the class cluster design pattern. 
Trigger
[Added: 6/19/2001]
Zachary Booth Simpson  Provide a simple mechanism for building geometric game puzzles. 
Type Database
[Added: 6/19/2001]
Zachary Booth Simpson  Store information which is common to Model types. 
Usecode
[Added: 6/19/2001]
Zachary Booth Simpson  Create a simple and safe embedded language with which game designers and (potentially) end-users can build game logic. 
View
[Added: 6/19/2001]
Zachary Booth Simpson  Render the visible Models given a P.O.V. 
 
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