programming-architecture

Game code architecture, design patterns, scalable systems, and maintainable code structure for complex games.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "programming-architecture" with this command: npx skills add pluginagentmarketplace/custom-plugin-game-developer/pluginagentmarketplace-custom-plugin-game-developer-programming-architecture

Game Programming Architecture

Design Patterns for Games

1. State Machine

Best for: Character states, AI, game flow

// ✅ Production-Ready State Machine
public abstract class State<T> where T : class
{
    protected T Context { get; private set; }
    public void SetContext(T context) => Context = context;
    public virtual void Enter() { }
    public virtual void Update() { }
    public virtual void Exit() { }
}

public class StateMachine<T> where T : class
{
    private State<T> _current;
    private readonly T _context;

    public StateMachine(T context) => _context = context;

    public void ChangeState(State<T> newState)
    {
        _current?.Exit();
        _current = newState;
        _current.SetContext(_context);
        _current.Enter();
    }

    public void Update() => _current?.Update();
}

// Usage
public class PlayerIdleState : State<Player>
{
    public override void Enter() => Context.Animator.Play("Idle");
    public override void Update()
    {
        if (Context.Input.magnitude > 0.1f)
            Context.StateMachine.ChangeState(new PlayerMoveState());
    }
}

2. Object Pool

Best for: Bullets, particles, enemies

// ✅ Production-Ready Object Pool
public class ObjectPool<T> where T : Component
{
    private readonly Queue<T> _pool = new();
    private readonly T _prefab;
    private readonly Transform _parent;

    public ObjectPool(T prefab, int initialSize, Transform parent = null)
    {
        _prefab = prefab;
        _parent = parent;
        for (int i = 0; i < initialSize; i++)
            _pool.Enqueue(CreateInstance());
    }

    public T Get(Vector3 position)
    {
        var obj = _pool.Count > 0 ? _pool.Dequeue() : CreateInstance();
        obj.transform.position = position;
        obj.gameObject.SetActive(true);
        return obj;
    }

    public void Return(T obj)
    {
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }

    private T CreateInstance() => Object.Instantiate(_prefab, _parent);
}

3. Observer Pattern (Events)

Best for: UI updates, achievements, damage notifications

// ✅ Production-Ready Event System
public static class GameEvents
{
    public static event Action<int> OnScoreChanged;
    public static event Action<float> OnHealthChanged;
    public static event Action OnPlayerDied;

    public static void ScoreChanged(int score) => OnScoreChanged?.Invoke(score);
    public static void HealthChanged(float health) => OnHealthChanged?.Invoke(health);
    public static void PlayerDied() => OnPlayerDied?.Invoke();
}

// Subscribe
GameEvents.OnScoreChanged += UpdateScoreUI;

// Always unsubscribe in OnDestroy
private void OnDestroy() => GameEvents.OnScoreChanged -= UpdateScoreUI;

4. Command Pattern

Best for: Undo/redo, input replay, networking

public interface ICommand
{
    void Execute();
    void Undo();
}

public class MoveCommand : ICommand
{
    private readonly Transform _target;
    private readonly Vector3 _direction;
    private Vector3 _previousPosition;

    public MoveCommand(Transform target, Vector3 direction)
    {
        _target = target;
        _direction = direction;
    }

    public void Execute()
    {
        _previousPosition = _target.position;
        _target.position += _direction;
    }

    public void Undo() => _target.position = _previousPosition;
}

Architecture Layers

┌─────────────────────────────────────────────────────────────┐
│                    GAME LAYER                                │
│  ┌─────────────────────────────────────────────────────┐   │
│  │ Managers (GameManager, UIManager, AudioManager)      │   │
│  └─────────────────────────────────────────────────────┘   │
│  ┌─────────────────────────────────────────────────────┐   │
│  │ Systems (Combat, Movement, Inventory, Quest)         │   │
│  └─────────────────────────────────────────────────────┘   │
│  ┌─────────────────────────────────────────────────────┐   │
│  │ Components (Health, Weapon, CharacterController)     │   │
│  └─────────────────────────────────────────────────────┘   │
├─────────────────────────────────────────────────────────────┤
│                    ENGINE LAYER                              │
│  Physics │ Rendering │ Audio │ Input │ Networking          │
└─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Spaghetti code / tight coupling                     │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Use dependency injection                                  │
│ → Communicate via events, not direct references             │
│ → Follow single responsibility principle                    │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Hard to test game systems                           │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Separate logic from MonoBehaviour                         │
│ → Use interfaces for dependencies                           │
│ → Create testable pure functions                            │
└─────────────────────────────────────────────────────────────┘

Best Practices

PracticeBenefit
Loose couplingSystems can change independently
Data-driven designBalance without recompiling
Interface abstractionsEasy mocking and testing
Single responsibilityClear, focused classes

Use this skill: When architecting systems, improving code structure, or optimizing performance.

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

Coding

game-design-theory

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

level-design

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

gameplay-mechanics

No summary provided by upstream source.

Repository SourceNeeds Review
programming-architecture | V50.AI