Table of Contents
- Priming the System
- Managing Access with the Singleton Pattern
- Spawning Enemies with the Prototype Pattern
- Creating Items with the Factory Method Pattern
- Building a Crafting System with the Abstract Factory Pattern
- Assembling Support Characters with the Builder Pattern
- Managing Performance and Memory with Object Pooling
- Binding Actions with the Command Pattern
- Decoupling Systems with the Observer Pattern
- Controlling Behavior with the State Pattern
- Adding Features with the Visitor Pattern
- Swapping Algorithms with the Strategy Pattern
- Making Monsters with the Type Object Pattern
- Taking Data Snapshots with the Memento Pattern
- Dynamic Upgrades with the Decorator Pattern
- Converting Incompatible Classes with the Adapter Pattern
- Simplifying Subsystems with the Façade Pattern
- Generating Terrains with the Flyweight Pattern
- Global Access with the Service Locator Pattern
- The Road Ahead

