Patterns
2026
- Flyweight and Object Pooling: Share What Repeats, Reuse What Churns Oct 15
- Mediator Pattern in Games: One Middleman Instead of a Web of Direct Dependencies Oct 11
- Visitor Pattern in Game Code: Add Tools Around Stable Data Sep 29
- Decorator Pattern in Games: Stack Behavior Without Subclass Explosion Sep 17
- 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
- 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