Design Patterns in Game Design

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Presentation transcript:

Design Patterns in Game Design 1

Creational Design Patterns Abstract Factory Factory for building related objects Factory Method Creates an instance of several derived classes Prototype Factory for cloning new instances from a prototype Singleton A class of which a single object can exist

Structural Patterns Adapter Composite Decorator Flyweight Match interfaces of different classes Composite A tree structure of simple and composite objects Decorator Add responsibilities of objects dynamically Flyweight Large numbers of fine-grained objects shared efficiently Model View Controller Divides a given application into three interconnected parts

Behavioral Patterns Command Iterator Memento Null Observer State Encapsulates a command request as an object Iterator Elements of a collection are accessed sequentially Memento Capture and restores an object’s internal state Null Encapsulate the absence of an object by providing a suitable default do nothing behavior Observer A way of notifying change to a number of classes State Alter an object’s behavior when its state changes

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References