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Relevant excerpt from the Introduction chapter:

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Conversely, I think this book is applicable to non-game software too. I could just as well have called this book More Design Patterns, but I think games make for more engaging examples. Do you really want to read yet another book about employee records and bank accounts?

That being said, while the patterns introduced here are useful in other software, I think they’re particularly well-suited to engineering challenges commonly encountered in games:

- Time and sequencing are often a core part of a game’s architecture. Things must happen in the right order and at the right time.

- Development cycles are highly compressed, and a number of programmers need to be able to rapidly build and iterate on a rich set of different behavior without stepping on each other’s toes or leaving footprints all over the codebase.

- After all of this behavior is defined, it starts interacting. Monsters bite the hero, potions are mixed together, and bombs blast enemies and friends alike. Those interactions must happen without the codebase turning into an intertwined hairball.

- And, finally, performance is critical in games. Game developers are in a constant race to see who can squeeze the most out of their platform. Tricks for shaving off cycles can mean the difference between an A-rated game and millions of sales or dropped frames and angry reviewers.



Performance part alone is worth reading about game development for non game developers. Retail off the shelf machines these days are so powerful that it encourages sloppy design and development.


Performance is very much still relevant in the modern day, even given the area under the curve of moores law




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