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Category:Game Dev

Game Development Patterns E-Book

I’m Bob Nystrom. I started writing this book while working at Electronic Arts. In my eight years there, I saw a lot of beautiful code, and a lot of really horrendous code. My hope was that I could take what I learned from the beautiful stuff, write it down here, and then teach it to the people writing the awful stuff.

If you want to get in touch with me, you can email bob at this site or just ask me (@munificentbob) on twitter.

This is on my to-read list, which is about 400 books long but one day I’ll get there! But since I snagged the Pro version of GameMaker back at the Steam winter sale I might get to this sooner than I think.

Some Topics:

Introduction
Architecture, Performance, and Games
Design Patterns Revisited
Command
Flyweight
Observer
Prototype
Singleton
State
Sequencing Patterns
Double Buffer
Game Loop
Update Method
Behavioral Patterns
Bytecode
Subclass Sandbox
Type Object
Decoupling Patterns
Component
Event Queue
Service Locator
Optimization Patterns
Data Locality
Dirty Flag
Object Pool
Spatial Partition

Looks quite Promising!

Implementing Platformers – 4 Different Ways

I found this blog posting that explains the different ways that platformer games can be implemented:

Type #1: Tile-based (pure)
Type #2: Tile Based (Smooth)
Type #3: Bitmask
Type #4: Vectorial

Since I have made platformer games in the past and am currently working on a platformer I found this really helpful. It’s quite detailed with good examples. Check it out here.