Summary
The three patterns we have covered in this chapter are the most widely used structural patterns. Use of the first two is a personal preference, as we saw they can both be used to achieve the same thing in different ways. Template and subclass sandbox are also being superseded by other techniques in modern code, such as interfaces and modular design, but understanding where they came from and the workflow they encourage is useful. Template and subclass Sandbox both highlight the need to constrain designers with limited access to ensure the maintainability of the codebase. The type object pattern, on the other hand, is one of the most useful patterns in game development with widespread application across all aspects of game design. Its utility in allowing artists, designers, and programmers to work together is invaluable.
In the next chapter, we will dive into a few patterns that we can apply once we have a working game to improve our performance using the concepts of object...