Building Design Patterns – Singleton, Command, and State
Whereas the previous chapter looked at a methodology of code architecture design, this chapter will look at three design patterns you can build yourself that have applications across many game genres.
The patterns being covered are as follows:
- Singleton pattern – understanding why it’s a Pandora’s box that often gets overused
- Command pattern – how it has many uses beyond the obvious
- The many levels of state machine traveling down the rabbit hole and seeing how far we can push its concept
The aim of this will be to make some base classes that can be imported into any future project to speed up development. By the end of the chapter, you should understand why so many online resources overuse the Singleton pattern, what a hidden gem the Command pattern is, and how deep customization can go with the humble state machine.