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Comment by formalsystem

This is the book that finally helped me grok software design patterns. Gang of four reads like a dictionary while the examples of Game Programming patterns have stayed with me.

If I'm rendering a forest of course I don't want to copy the data for trees a 1000 times so of course I need to use the flyweight pattern

The decoupling patterns chapter is particularly good and will help you understand how to turn each entity in a game into a server which sends events to other entities. That way you end up with many small pieces of a code as opposed to a single giant game loop. The entity component system (ECS) is one of the main reasons why programming games in Unity is so pleasant.

If it wasn't obvious by now, this is not a book about game programming patterns it's the best book on software design patterns that I've ever read. Most software design books seems to think I'm only interested in designing accounting or banking software, why not a game?

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