Category Archives: Design Patterns

Scope-Based Resource Management (RAII)

This post is part of my Game Programming Series. It has been 4 months since I graduated from DigiPen and started working at Naughty Dog as a Game Programmer. Since then, I have been too lazy to write anything big … Continue reading

Posted in C/C++, Design Patterns, Gamedev | Leave a comment

My Recommended Book List to Game Devs

Here’s a list of books I have read that I recommend to to game devs. I’ve divided the books into several categories: computer science, math & graphics, physics, and procedural animation. I intentionally did not include any “gem” or “pearl” … Continue reading

Posted in Design Patterns, Gamedev, Math, Physics, Programming | 9 Comments

Action Lists – They Are Cooler than Commands

I have written several articles on how to make use of the commands in game engines in order to manage different multi-frame and asynchronous tasks effectively. From the Game Engine Architecture Club at DigiPen, I learned about action lists, which … Continue reading

Posted in Design Patterns, Gamedev, Rusher | 7 Comments

Easy C++ Delegates

As I mentioned in my previous post, I was working on delegates for C++. The first article I read was recommended by one of my programming TAs. The author’s main concern was portability and performance, so he special-cased extensively throughout … Continue reading

Posted in C/C++, Design Patterns, Programming | 4 Comments

Switch vs Strategy

Recently, I’ve been working with the blend mode feature for Bunnyhill, my upcoming 2D rending engine based on Molehill. And I’ve used strategy objects to replace what could have been written in a switch statement. I think this could be … Continue reading

Posted in Design Patterns | 6 Comments

Matrix Stack and the Visitor Pattern

Scene Graphs and Scene Trees When building a scene graph framework, such as the display list in ActionScript 3.0, two types of nodes are involved: internal nodes and leaf nodes. The transformation properties (x, y, rotation, etc.) are passed down … Continue reading

Posted in Bunnyhill, Design Patterns, Pyronova, ZedBox | Leave a comment