Upcoming Events
Southwest Gaming Expo
11/20 - 11/22 @ Dallas, TX

Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarães, Portugal

Global Game Jam
1/29 - 1/31  

More events...


Quick Stats
6820 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

  Intel sponsors gamedev.net search:   
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. 
 
 Key: = HTML article hosted here  , = HTML article hosted elsewhere  = link to another web site  = Adobe Acrobat document  = Zip files  = Word or text document