game-programming-patterns
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Source repo for the book
From a reader: > I came across a section that might have a technical error on the "game loop" pattern page, on the sidebar it reads "The PDP-1 was a...
From a reader: > In the page about game loop you talk about interpolation, and you say a problem there is is that because it is a guess of the...
> The Unity framework has a complex game loop detailed in a wonderful illustration here. The 'here' link is defunct.
http://gameprogrammingpatterns.com/component.html#see-also > The open source Delta3D engine has a base GameActor class that implements this pattern with the appropriately named ActorComponent base class. The link provided on Delta3D now opens...
I am reading the book (like most others here I believe :D) and a question came up to the observer pattern (page 44-45). The physics engine (subject) notifies the observer...
The Delta3D engine link found in the "See Also" section of the page is incorrect. http://delta3d.org is a Chinese manufacturing company's website. http://delta3dengine.org/ is the correct website for the Delta...
In the section on game loops you talk about variable time loops as something most professional game developers frowned upon, but as far as I know variable time loops are...
Simple typo here: https://github.com/munificent/game-programming-patterns/blame/04ffbc4fe42a600baa5e293a23c31e9cecead1c5/book/event-queue.markdown#L510 > Even though you copy when **they** array grows, enqueuing an item still has constant amortized complexity.
In the chapter on state, it is mentioned that finite state machines are not Turing complete. I think this is true for pure finite state machines that just include states...
Hi! Thanks for the great read. In the Observer chapter you mention: > If we use a doubly linked list, where each observer has a pointer to both the observer...