Part 2: Basic Design Patterns
After getting introduced to the programming paradigm that we will use throughout the book, it’s time to understand what design patterns are, when we should use them, why we use patterns, and how to implement them in our project.
We will start with patterns that are used the most and we can implement them to achieve basic functionalities in our game projects. These design patterns will help us get used to refactoring bad code and implementing scalable solutions in the form of design patterns.
This part includes the following chapters:
- Chapter 5, Maintaining Global States with the Singleton Pattern
- Chapter 6, Decoupling Objects with the Observer Pattern
- Chapter 7, Spawning Game Objects with the Factory Pattern
- Chapter 8, Changing Object Behavior with the State Pattern
- Chapter 9, Designing Actors with the Command Pattern