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