- Introduction - 序言
- Architecture, Performance, and Games
- Design Patterns Revisited
- Command
- Flyweight
- Observer
- Prototype
- Singleton
- State
- Sequencing Patterns
- Double Buffer
- Game Loop
- Update Method
- Behavioral Patterns
- Bytecode
- Subclass Sandbox
- Type Object
- Decoupling Patterns
- Component
- Event Queue
- Service Locator
- Optimization Patterns
- Data Locality
- Dirty Flag
- Object Pool
- Spatial Partition
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