---
product_id: 7966949
title: "Game Programming Patterns"
price: "366 Lei"
currency: RON
in_stock: true
reviews_count: 8
url: https://www.desertcart.ro/products/7966949-game-programming-patterns
store_origin: RO
region: Romania
---

# Game Programming Patterns

**Price:** 366 Lei
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Game Programming Patterns
- **How much does it cost?** 366 Lei with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.ro](https://www.desertcart.ro/products/7966949-game-programming-patterns)

## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Description

Game Programming Patterns [Nystrom, Robert] on desertcart.com. *FREE* shipping on qualifying offers. Game Programming Patterns

Review: "Unlocking the Secrets of Game Development: A Student's Journey with 'Game Programming Patterns'" - "Game Programming Patterns" is a comprehensive guide that offers invaluable insights into the intricate world of game development. Authored by Robert Nystrom, it is an indispensable resource for both novice and experienced game programmers. As a computer science graduate venturing into the software side of game development, I found "Game Programming Patterns" to be an essential addition to my library. The book covers various topics, from fundamental programming concepts to advanced design patterns specific to game development. Each chapter is meticulously crafted to provide clear explanations and practical examples, making complex concepts accessible even to those with limited experience in game programming. One of the standout features of "Game Programming Patterns" is its emphasis on practicality. Rather than focusing solely on theoretical concepts, the book delves into real-world scenarios and challenges commonly encountered in game development. Through insightful anecdotes and case studies, the author illustrates how various programming patterns can be applied to solve common problems and optimize game performance. Furthermore, "Game Programming Patterns" offers a refreshing approach to learning, with a strong emphasis on simplicity and elegance in code design. The author advocates for using clean, maintainable code that is easy to understand and modify—a philosophy that resonates deeply with my programming principles. By adopting the patterns outlined in the book, I've streamlined my codebase, improved code readability, and enhanced overall productivity in my game development projects. Another aspect of "Game Programming Patterns" I appreciate is its versatility. Whether you're developing games for desktop, mobile, or web platforms, the principles and techniques covered in the book are universally applicable. From basic concepts like the game loop and entity-component system to more advanced topics like state machines and AI algorithms, "Game Programming Patterns" provides a solid foundation for tackling virtually any game development challenge. In conclusion, "Game Programming Patterns" is a must-have resource for anyone serious about pursuing a career in game development. Whether you're a computer science graduate like myself or a seasoned game programmer looking to expand your skill set, this book offers a wealth of knowledge and practical guidance to help you succeed. With its clear explanations, insightful examples, and emphasis on best practices, "Game Programming Patterns" has become an indispensable companion on my journey to mastering the art of game development.
Review: Game Programming GOLD!!! Must Read for Indies, Pros or Anyone Really. - I will start by saying this book is game programming GOLD! Whether you are a pro or a novice looking to learn, this book deserves to place on your shelf (or I guess in memory if you buy the e-book). While some of the chapters may seem like obvious things for people that have programmed games before, I think even advanced coders will discover a few things they didn’t know. 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.”

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #35,004 in Books ( See Top 100 in Books ) #3 in Game Programming #20 in Software Development (Books) #85 in Video & Computer Games |
| Customer Reviews | 4.7 4.7 out of 5 stars (1,511) |
| Dimensions  | 7.5 x 0.8 x 9.25 inches |
| Edition  | 1st |
| ISBN-10  | 0990582906 |
| ISBN-13  | 978-0990582908 |
| Item Weight  | 1.38 pounds |
| Language  | English |
| Print length  | 354 pages |
| Publication date  | November 2, 2014 |
| Publisher  | Genever Benning |

## Images

![Game Programming Patterns - Image 1](https://m.media-amazon.com/images/I/61efrLvvaxL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ "Unlocking the Secrets of Game Development: A Student's Journey with 'Game Programming Patterns'"
*by J***R on April 11, 2024*

"Game Programming Patterns" is a comprehensive guide that offers invaluable insights into the intricate world of game development. Authored by Robert Nystrom, it is an indispensable resource for both novice and experienced game programmers. As a computer science graduate venturing into the software side of game development, I found "Game Programming Patterns" to be an essential addition to my library. The book covers various topics, from fundamental programming concepts to advanced design patterns specific to game development. Each chapter is meticulously crafted to provide clear explanations and practical examples, making complex concepts accessible even to those with limited experience in game programming. One of the standout features of "Game Programming Patterns" is its emphasis on practicality. Rather than focusing solely on theoretical concepts, the book delves into real-world scenarios and challenges commonly encountered in game development. Through insightful anecdotes and case studies, the author illustrates how various programming patterns can be applied to solve common problems and optimize game performance. Furthermore, "Game Programming Patterns" offers a refreshing approach to learning, with a strong emphasis on simplicity and elegance in code design. The author advocates for using clean, maintainable code that is easy to understand and modify—a philosophy that resonates deeply with my programming principles. By adopting the patterns outlined in the book, I've streamlined my codebase, improved code readability, and enhanced overall productivity in my game development projects. Another aspect of "Game Programming Patterns" I appreciate is its versatility. Whether you're developing games for desktop, mobile, or web platforms, the principles and techniques covered in the book are universally applicable. From basic concepts like the game loop and entity-component system to more advanced topics like state machines and AI algorithms, "Game Programming Patterns" provides a solid foundation for tackling virtually any game development challenge. In conclusion, "Game Programming Patterns" is a must-have resource for anyone serious about pursuing a career in game development. Whether you're a computer science graduate like myself or a seasoned game programmer looking to expand your skill set, this book offers a wealth of knowledge and practical guidance to help you succeed. With its clear explanations, insightful examples, and emphasis on best practices, "Game Programming Patterns" has become an indispensable companion on my journey to mastering the art of game development.

### ⭐⭐⭐⭐⭐ Game Programming GOLD!!! Must Read for Indies, Pros or Anyone Really.
*by C***Y on January 23, 2015*

I will start by saying this book is game programming GOLD! Whether you are a pro or a novice looking to learn, this book deserves to place on your shelf (or I guess in memory if you buy the e-book). While some of the chapters may seem like obvious things for people that have programmed games before, I think even advanced coders will discover a few things they didn’t know. 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.”

### ⭐⭐⭐⭐⭐ Well written, Informative, and On-Topic
*by K***R on January 15, 2017*

For those writing games or other high-performance applications, this is a good book on design patterns that are useful in every application. After reading it through, I realized some of the patterns I have been using without realizing it. There are numerous references to other books, including the 'Gang of Four' book on Design Patterns, which will go over many of the topics mentioned here in more detail. In fact, before jumping into the Gang of Four, this might be a good book to read, as Robert Nystrom goes into depth on how some of the patterns are and are not suited for games. I have found that many business programs would also benefit from some of these patterns - batch programs specifically - because of their emphasis on performance trade-offs with code maintainability, reuse, and extensibility. If you are a budding software architect or a software developer looking to understand why certain algorithms and design aspects look familiar, this book will work for you. If you are a more experienced programmer looking to put names on the logical patterns you have used most of your career, this book will help you to do that. Many of us get into programming because we want to write games. Some of us go through with that, while others take other jobs to pay the bills. No matter which type of person you are, Game Programming Patterns is a definite keeper in your library or on your Kindle

## Frequently Bought Together

- Game Programming Patterns
- The Art of Game Design: A Book of Lenses, Third Edition
- Game Engine Architecture, Third Edition

---

## Why Shop on Desertcart?

- 🛒 **Trusted by 1.3+ Million Shoppers** — Serving international shoppers since 2016
- 🌍 **Shop Globally** — Access 737+ million products across 21 categories
- 💰 **No Hidden Fees** — All customs, duties, and taxes included in the price
- 🔄 **15-Day Free Returns** — Hassle-free returns (30 days for PRO members)
- 🔒 **Secure Payments** — Trusted payment options with buyer protection
- ⭐ **TrustPilot Rated 4.5/5** — Based on 8,000+ happy customer reviews

**Shop now:** [https://www.desertcart.ro/products/7966949-game-programming-patterns](https://www.desertcart.ro/products/7966949-game-programming-patterns)

---

*Product available on Desertcart Romania*
*Store origin: RO*
*Last updated: 2026-02-27*