<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Patterns on Coyote Time</title>
    <link>https://blog.jonmikeys.com/tags/patterns/</link>
    <description>Recent content in Patterns on Coyote Time</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Thu, 15 Oct 2026 00:00:00 +0000</lastBuildDate>
    <atom:link href="https://blog.jonmikeys.com/tags/patterns/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Flyweight and Object Pooling: Share What Repeats, Reuse What Churns</title>
      <link>https://blog.jonmikeys.com/posts/flyweight-and-object-pooling/</link>
      <pubDate>Thu, 15 Oct 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/flyweight-and-object-pooling/</guid>
      <description>Flyweight shares the data that repeats across thousands of objects. Object pooling reuses the instances that keep being created and destroyed. This guide covers ScriptableObject definitions, UnityEngine.Pool, handle-based pools, reset bugs, and when neither is worth it.</description>
    </item>
    <item>
      <title>Mediator Pattern in Games: One Middleman Instead of a Web of Direct Dependencies</title>
      <link>https://blog.jonmikeys.com/posts/mediator-pattern-in-games/</link>
      <pubDate>Sun, 11 Oct 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/mediator-pattern-in-games/</guid>
      <description>A practical guide to the mediator pattern in game code: when a group of components needs to coordinate, and one scoped middleman beats a web of direct references.</description>
    </item>
    <item>
      <title>Visitor Pattern in Game Code: Add Tools Around Stable Data</title>
      <link>https://blog.jonmikeys.com/posts/visitor-pattern-in-game-code/</link>
      <pubDate>Tue, 29 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/visitor-pattern-in-game-code/</guid>
      <description>A practical C# guide to the Visitor pattern in game code: where double dispatch helps, how to validate ability data, and when a switch or ordinary methods are clearer.</description>
    </item>
    <item>
      <title>Decorator Pattern in Games: Stack Behavior Without Subclass Explosion</title>
      <link>https://blog.jonmikeys.com/posts/decorator-pattern-in-games/</link>
      <pubDate>Thu, 17 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/decorator-pattern-in-games/</guid>
      <description>Use decorators to stack optional game behavior around a stable interface, while keeping order, lifetime, allocation, and debugging costs visible.</description>
    </item>
    <item>
      <title>Combining Reflex DI with Factories: Runtime Creation Without Container Soup</title>
      <link>https://blog.jonmikeys.com/posts/reflex-di-factories-abstract-factories/</link>
      <pubDate>Sat, 05 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/reflex-di-factories-abstract-factories/</guid>
      <description>A practical follow-up on combining dependency injection with factory and abstract factory patterns in Unity, using Reflex as the container and one dungeon-room spawning context from start to finish.</description>
    </item>
    <item>
      <title>Factory and Abstract Factory Patterns: Create the Thing Without Spreading the Choice Everywhere</title>
      <link>https://blog.jonmikeys.com/posts/factory-and-abstract-factory-patterns/</link>
      <pubDate>Sat, 05 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/factory-and-abstract-factory-patterns/</guid>
      <description>A practical guide to factory and abstract factory patterns in game code: when construction choices deserve a home, when a simple method is enough, and how to avoid turning creation code into architecture theater.</description>
    </item>
    <item>
      <title>Strategy Pattern in Games: Swap Behavior Without Growing a Branch Monster</title>
      <link>https://blog.jonmikeys.com/posts/strategy-pattern-in-games/</link>
      <pubDate>Sat, 05 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/strategy-pattern-in-games/</guid>
      <description>A practical guide to using the strategy pattern in game code for weapons, movement, AI decisions, scoring rules, and other behavior that needs to change safely.</description>
    </item>
    <item>
      <title>Memento Pattern in Games: Save the State Without Exposing the Guts</title>
      <link>https://blog.jonmikeys.com/posts/memento-pattern-game-state-snapshots/</link>
      <pubDate>Tue, 01 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/memento-pattern-game-state-snapshots/</guid>
      <description>A practical guide to using the memento pattern for undo, checkpoints, editor tools, and save snapshots in game code without leaking internal state everywhere.</description>
    </item>
    <item>
      <title>Builder and Fluent Builder Patterns: Make Setup Readable Without Hiding the Cost</title>
      <link>https://blog.jonmikeys.com/posts/builder-fluent-builder-patterns/</link>
      <pubDate>Mon, 24 Aug 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/builder-fluent-builder-patterns/</guid>
      <description>A practical guide to builder-style APIs in game code: when they clarify setup, when object initializers are enough, and where fluent chains become a trap.</description>
    </item>
    <item>
      <title>Command Pattern in Games: Queue the Intent, Not the Button</title>
      <link>https://blog.jonmikeys.com/posts/command-pattern-in-games/</link>
      <pubDate>Sat, 25 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/command-pattern-in-games/</guid>
      <description>A practical look at the command pattern in game code, with examples for input, undo, replay, and when a direct call is still better.</description>
    </item>
    <item>
      <title>Building Game UI Systems That Stay Modular</title>
      <link>https://blog.jonmikeys.com/posts/modular-game-ui-systems/</link>
      <pubDate>Thu, 09 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/modular-game-ui-systems/</guid>
      <description>A practical UI structure for games: keep screens, views, and game logic separate so menus do not turn into a knot.</description>
    </item>
  </channel>
</rss>
