Game Programming
2026
- Strategy Pattern in Games: Swap Behavior Without Growing a Branch Monster Sep 5
- Factory and Abstract Factory Patterns: Create the Thing Without Spreading the Choice Everywhere Sep 5
- Combining Reflex DI with Factories: Runtime Creation Without Container Soup Sep 5
- Build a Simple DI Container in C#: Object Graphs Without the Magic Trick Sep 5
- Memento Pattern in Games: Save the State Without Exposing the Guts Sep 1
- Builder and Fluent Builder Patterns: Make Setup Readable Without Hiding the Cost Aug 24
- Command Pattern in Games: Queue the Intent, Not the Button Jul 25
- Dependency Injection for Game Code: Keep Wiring at the Edges Jul 5