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we can talk about design partterns

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Pattern: Game

Usage: Used when an interaction is desired between either a user ("player") and a virtual construct composed of semi-static geometry (the "board") and/or a set of Agents ("AI")

Description:

The "player" provides "input" to the "character" or "board". A set of "rules" is provided in turn, which take the players input and transfor it to input into the board and/or AI. The AI and/or board then modify themselves to reflect some final state, which is provided as feedback to the player.

ld

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Guest Anonymous Poster
There are so many patterns used in games, and im sure in any programming project of any size, that''s it difficult to give you a catalog of them. Where one pattern stops and another begins, is blurred sometimes, and patterns themselves are proprogating at such a rate, the destinction between any 2 related pattern seems almost semantic now.

Well, even that said, some patterns I''ve used often enough to note.

Visitor : used in various places to componetize logical elements within an aggreate entity.

Factory : used to generate objects at runtime, based upon scripts.

Chain of Command : extensive used in the event system. Events dont need to know their ultimaite consume, just sends it to all possible consumes and let them handle it.

State : a fundemental data structure, used extensively in all levels of my programs.

Good Luck!

-ddn

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Guest Anonymous Poster
Pattern - isn''t it the ting my mother use when she sticks sweathers?

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