Showing posts with label Design Patterns. Show all posts
Showing posts with label Design Patterns. Show all posts
Software Architecture
2011 The Architecture of Open Source Applications Various
Labels:
Design Patterns
State Machine Management
2006 PDF An Architecture for Game State Management Based on State Hierarchies Valente, Conci & Feijo
Labels:
Design Patterns,
State Machines
Entity Component Systems
2002 Game Object Structure: Inheritance vs. Aggregation Kyle Wilson
2004 Introduction To Dungeon Siege Architecture Gas Powered Games
2007 Evolve Your Hierarchy Mick West
2008 Segregation is Good Victor Nicollet
2009 Game Programming Patterns: Component Robert Nystrom
2009 Component Based Entity System Design Part 1 Tyler Bello
2010 Component Based Entity System Design - Phase 2: post 30 gamedev.net
2010 PPT A Dynamic Component Architecture for High Performance Gameplay Terrance Cohen
2011 Refactoring with components gamedev.net
2004 Introduction To Dungeon Siege Architecture Gas Powered Games
2007 Evolve Your Hierarchy Mick West
2008 Segregation is Good Victor Nicollet
2009 Game Programming Patterns: Component Robert Nystrom
2009 Component Based Entity System Design Part 1 Tyler Bello
2010 Component Based Entity System Design - Phase 2: post 30 gamedev.net
2010 PPT A Dynamic Component Architecture for High Performance Gameplay Terrance Cohen
2011 Refactoring with components gamedev.net
Labels:
Design Patterns
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