Game Programming Patterns
Hey, Game Developer!
- Do you struggle to make your code hang together into a cohesive whole?
- Find it harder to make changes as your codebase grows?
- Feel like your game is a giant hairball where everything is intertwined with everything else?
- Wonder if and how design patterns apply to games?
- Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster?
I’m here to help! I wrote this book to answer those questions. It’s a collection of patterns I found in games to make code cleaner, easier to understand, and faster.
It’s Free and Online!
This is the book I wish I had when I started making games, and I want you to have it now!
Want to read it on paper/eBook?
I’m working on those now! Join the mailing list and I’ll tell you when they’re ready:
(I post less than once a month. Don’t worry, I won’t spam you.)
Table of Contents
Who Am I?
I’m Bob Nystrom. I started writing this book while working at Electronic Arts. In my eight years there, I saw a lot of beautiful code, and a lot of really horrendous code. My hope was that I could take what I learned from the beautiful stuff, write it down here, and then teach it to the people writing the awful stuff.
If you want to get in touch with me, you can email
bob at this site or just ask me (
@munificentbob) on twitter.
Part of the magic of writing a book online is that it’s easy to change. If you find mistakes or have suggestions, please don’t hesitate to file a bug or send me a pull request.