In this chapter, we implemented a weapon attachment system that's authorable and configurable. Non-programmers will be able to create and adjust new attachments without writing a single line of code. Therefore, we can focus on building systems while designers work on balancing them. The Decorator pattern has proven itself to be a handy pattern for game development, and so it's a pattern to keep in our programmer's toolbox.
In the next chapter, we will explore the Spatial Partition pattern—a subject matter that's quite important to understand when building games with large maps.