Enjoy fast, free delivery, exclusive deals, and award-winning movies & TV shows with Prime
Try Prime
and start saving today with fast, free delivery
Amazon Prime includes:
Fast, FREE Delivery is available to Prime members. To join, select "Try Amazon Prime and start saving today with Fast, FREE Delivery" below the Add to Cart button.
Amazon Prime members enjoy:- Cardmembers earn 5% Back at Amazon.com with a Prime Credit Card.
- Unlimited Free Two-Day Delivery
- Instant streaming of thousands of movies and TV episodes with Prime Video
- A Kindle book to borrow for free each month - with no due dates
- Listen to over 2 million songs and hundreds of playlists
- Unlimited photo storage with anywhere access
Important: Your credit card will NOT be charged when you start your free trial or if you cancel during the trial period. If you're happy with Amazon Prime, do nothing. At the end of the free trial, your membership will automatically upgrade to a monthly membership.
Buy new:
$34.49$34.49
FREE delivery: Tuesday, Jan 30 on orders over $35.00 shipped by Amazon.
Ships from: Amazon.com Sold by: Amazon.com
Buy used: $28.85
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Game Programming Patterns Paperback – November 2, 2014
Purchase options and add-ons
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.
You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
- Print length354 pages
- LanguageEnglish
- Publication dateNovember 2, 2014
- Dimensions7.5 x 0.8 x 9.25 inches
- ISBN-100990582906
- ISBN-13978-0990582908
The Amazon Book Review
Book recommendations, author interviews, editors' picks, and more. Read it now.
Frequently bought together

Similar items that may ship from close to you
Product details
- Publisher : Genever Benning; 1st edition (November 2, 2014)
- Language : English
- Paperback : 354 pages
- ISBN-10 : 0990582906
- ISBN-13 : 978-0990582908
- Item Weight : 1.6 pounds
- Dimensions : 7.5 x 0.8 x 9.25 inches
- Best Sellers Rank: #33,706 in Books (See Top 100 in Books)
- #6 in Game Programming
- #33 in Software Development (Books)
- #84 in Video & Computer Games
- Customer Reviews:
Important information
To report an issue with this product or seller, click here.
About the author

Robert Nystrom has programmed professionally for twenty years, about half of which is in games. During his eight years at Electronic Arts, he worked on behemoths like Madden and smaller titles like Henry Hatsworth in the Puzzling Adventure. He's shipped games on the PC, GameCube, PS2, XBox, X360, and DS, but is most proud of the tools and shared libraries he created for others to build on. He loves seeing usable, beautiful code magnify the creative ability of others.
Robert lives with his wife and two daughters in Seattle where you are most likely to find him cooking for his friends and plying them with good beer.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonReviews with images

-
Top reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
The writing is very understandable. The example code is C++, but not cryptic to those that don't know much of it, myself included.
It's common for programmers to prove that they're actually human by joking every other page. Some dislike anything getting in the way of their knowledge, so these comments are separated to the margins instead. The book is rather wide because of the copious amount of these comments.
I don't mind as I enjoy his humor, but the book is definitely built around it, if that's something that might concern you.
The only prerequisite for the reader is knowledge of C++ (or similar Object Oriented C based language). No graphical programming knowledge is needed.
The writing style is good with occasional silly jokes to keep readers from zoning out.
So let me talk about what this book is. Basically it covers common challenges in game programming and some useful ways of resolving the problem. Though the theme of the book is game development, a lot of this stuff is applicable to any sort of visual or object-oriented programming. Nystrom starts by revisiting the classic design patterns popularized by the seminal book by the “gang of four” in 1994. Surprisingly, 20 years later a lot of those ideas still hold up. Next he moves onto more game specific topics like double buffering (not just for graphics), a game loop, and updating objects. Then he goes into bytecode (really a simple compiler), components, event queues, singletons, object pools, dirty flag and spatial partitioning. It’s actually not the longest book out there at 354 pages, but this is a breathe of fresh air after persevering through The C++ Programming Language (which was great, just very long). The author does not waste pages, though. There are nuggets of knowledge littered throughout the text.
One thing I like is how the book is not tied to a particular API or library. The pseudo-code is in C++, but really you could implement the ideas in almost any language. He even goes as far as not using the STL (for example, rolling his own linked list for a few examples). In a real application, you would probably not want to reinvent the wheel for basic containers, but it’s nice that the examples stand alone without any nasty dependencies. I could see a lot of the code here being copied into a real game and being usable with only minor additions. Well, of course you have to modify for your platform or engine or whatever, but the concepts are solid.
Another point is that this makes design patterns concrete (please, no abstract class jokes…). I read the original Design Patterns book years ago but some of the patterns never made sense to me. They were too abstract and, though interesting, sometimes didn’t click for me. This book, on the other hand, clicked the whole way through. Everything made sense, and was immediately clear why it was useful. Sure, I’ve probably learned a lot in the past few years, making Game Programming Patterns more approachable. But I think almost any game coder (or aspiring coder) could get value from this book. I’d give it 5 stars, 10 out of 10, 2 thumbs up, and definite “buy it now.”
If you're already well-versed in design patterns or many of the strategies of game and engine development, you may not find any great epiphanies in this book. However, it's likely still a solid read to refresh yourself and perhaps get a new perspective on those solutions you haven't thought about in a while.
For those who are amateur or beginner developers, this can be a great introduction to more advanced design patterns and modes of thought. As well, the topics discussed within the book apply to many problems outside of gaming that any junior programmer would do well to consider.
In either case, the book is full of practical advice that's obviously founded in the author's real-world experience. He managed to write a technical book in a witty and humorous way that should be easily approachable for even the greenest of developers.
Top reviews from other countries
It was a gift for my husband who's programmer. I think he likes it, but that's all I can say for now.
Every chapter first shows how someone who doesn't think about good software design would build a given application, and how the resulting code becomes harder and harder to maintain the bigger the application gets. After the pitfalls of the "naive" approach are displayed, we are introduced to the pattern and shown how it helps develop the application while keeping our code reusable and extensible. Lastly, since patterns always require to be tailored to the specific use case, a series of variants with their pros and cons is presented for each chapter.
To conclude: all the content is clear, well-presented, and overall a pleasure to read due to Nystrom's friendly writing style. I am in love with this book, and I highly recommend it.
No, since it is about game programming and hence lot of things about performance should be taken into consideration.
Like when implementing Observer pattern, it gives different alternatives and different trade-offs of each.
It also has some interesting info about how programming languages work and some history.
It's is certainly not yet another book. Brings certain unique things to the table.









