Nystrom Game Programming Patterns

Diagnoses a game codebase through the 19 patterns in Robert Nystrom's Game Programming Patterns - Command, Flyweight, Observer, Prototype, Singleton, State, Double Buffer, Game Loop, Update Method, Bytecode, Subclass Sandbox, Type Object, Component, Event Queue, Service Locator, Data Locality, Dirty Flag, Object Pool, Spatial Partition - explains why each fits, and proposes a concrete application plan. Also answers architecture trade-offs from the book (YAGNI, fixed vs variable timestep, Singleton alternatives, Component vs inheritance, measure-first optimization). Triggers on "map these code smells to design patterns", "which Game Programming Pattern fits", "game loop fixed timestep", "component vs inheritance", or game architecture questions about frame loops, entity/component structure, spawning/churn, or spatial queries. Only for game and realtime interactive projects; not for general software and not a Gang-of-Four reference (no Factory, Strategy, Adapter, Decorator, Facade).

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