Notes on Game Programming Patterns by Robert Nystrom

Game Programming Patterns is a game developer’s guide to the design patterns most often useful in that domain. You can read it online for free.

Chapter 1: Intro

  • Architecture is a tradeoff between 3 types of “speed”:
    • speed of future modifications (making the program flexible),
    • execution speed (don’t want to overdo it and get into Java land, where there are 15 layers to get to a piece of code that actually does something)
    • short term development speed
  • Ideally, you’re decoupling and introducing abstractions in the places most likely to change, or most likely to need the future flexibility, but beware of overdoing it (YAGNI)

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