Guided resource · Programming
Game Programming Patterns
Bob Nystrom's complete free-to-read web book on organising game code with practical patterns and trade-offs.
Game Programming Patterns · Bob Nystrom · Game Programming Patterns
Open original resource ↗Link only. Checked 9 August 2026.
Before you start
Choose a chapter that matches a real code smell in a project. This is not a beginner programming sequence and the chapters should not be assigned simply because their names sound important.
Key things to watch for
- The problem each pattern is trying to contain
- The costs and limitations the author states
- Which parts of the example are general and which are implementation detail
- Signals that the simpler solution is still good enough
Don’t worry about this yet
Learners do not need to memorise pattern names or rebuild their whole project after one chapter.
Try this afterwards
Find one repeated or tangled responsibility in a small game and sketch two possible structures before editing the code.
Teaching idea
Show a deliberately over-engineered solution beside a direct one and ask where the pattern begins to earn its extra structure.
Next step
Use the Blueprint debugging routine or a small code review to identify a real problem worth restructuring.
Rights note
Curricly links to this resource and does not mirror it. No reuse licence is claimed.
Keep moving
Useful next steps.
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Epic's guided first Blueprint: components, collision, an event graph and reusable launch-pad behaviour.
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A free cross-platform code editor with navigation, debugging and extension support for common classroom languages.