Game Programming Patterns Contents Acknowledgements part 1 -- Introduction chapter 1 -- Architecture, Performance, and Games part 2 -- Design Patterns Revisited chapter 2 -- Command chapter 3 -- Flyweight chapter 4 -- Observer chapter 5 -- Prototype chapter 6 -- Singleton chapter 7 -- State part 3 -- Sequencing Patterns chapter 8 -- Double Buffer chapter 9 -- Game Loop chapter 19 -- Update Method part 4 -- Behavioral Patterns chapter 11 -- Bytecode chapter 12 -- Subclass Sandbox chapter 13 -- Type Object part 5 -- Decoupling Patterns chapter 14 -- Component chapter 15 -- Event Queue chapter 16 -- Service Locator part 6 -- Optimization Patterns chapter 17 -- Data Locality chapter 18 -- Dirty Flag chapter 19 -- Object Pool chapter 20 -- Spatial Partition About