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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:

Architecture, Performance, and Games
Design Patterns Revisited
Sequencing Patterns
Double Buffer
Game Loop
Update Method
Behavioral Patterns
Subclass Sandbox
Type Object
Decoupling Patterns
Event Queue
Service Locator
Optimization Patterns
Data Locality
Dirty Flag
Object Pool
Spatial Partition

Looks quite Promising!

How does Microsoft create new languages?

I came across this great video on how Microsoft creates new languages (F#, C#, Visual Basic, .Net). It was made for Microsoft TechED 2011. It’s a great panel of discussions, questions from experts at Microsoft who had a heavy hand in the creation of these languages. Check it out, it’s around an hour long and will give you great insight into the inner workings of Microsoft, how they think and how they approach such massive projects. It’s is great for programmers and project managers alike.

Hear from the C#,Visual Basic,and F# language designers themselves,about how we create the .NET Framework languages at Microsoft. Where do we get ideas? How do we incorporate new paradigms without breaking the existing languages? Where will we go in the future,and how will we get there? We talk about all these topics and more. Come ready for an interactive session,and get your questions answered by the team!