What this book covers
Chapter 1, Introduction to Design Patterns, introduces the concept of design patterns and how they can benefit our projects. We also dive into learning about the advantages of compartmentalizing our code and set up a sample project that we can use to build upon in the book.
Chapter 2, One Instance to Rule Them All – Singletons, discusses the well-known singleton pattern, explaining common arguments for and against having a single instance that’s accessible globally within our game.
Chapter 3, Creating Flexibility with the Component Object Model, explores how to create a large amount of different game object types while minimizing code duplication.
Chapter 4, Artificial Intelligence Using the State Pattern, shows the ...
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