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. |
|