skills/game-design-patterns/SKILL.md
Use this skill when implementing game programming patterns - state machines for character/AI behavior, object pooling for performance-critical spawning, event systems for decoupled game communication, or the command pattern for input handling, undo/redo, and replays. Triggers on game architecture, game loop design, entity management, finite state machines, object pools, observer/event bus, command queues, and gameplay programming patterns.
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Game design patterns solve recurring problems in game development where standard enterprise patterns fall short. Games face unique constraints: real-time frame budgets (16ms at 60fps), thousands of dynamic entities, complex state transitions for AI and player characters, and the need for deterministic replay and undo. This skill covers four foundational patterns - state machines, object pooling, event systems, and the command pattern - that form the backbone of well-architected gameplay code.
Trigger this skill when the user:
Do NOT trigger this skill for:
Frame budget is law - Every pattern choice must respect the ~16ms frame budget. Allocations during gameplay cause GC spikes. Indirection has cache costs. Always profile before adding abstraction.
Decouple, but not infinitely - Game systems should communicate through events and commands rather than direct references, but over-decoupling creates debugging nightmares. One level of indirection is usually enough.
State is explicit - Implicit state (nested boolean flags, mode integers) leads to impossible combinations and subtle bugs. Make every valid state a first-class object with defined transitions.
Pool what you spawn - Any entity created and destroyed more than once per second should be pooled. The cost of allocation is not the constructor - it is the garbage collector pause 3 seconds later.
Commands are data - When input actions are objects rather than direct method calls, you get undo, replay, networking, and AI "for free." The command pattern is the single highest-leverage pattern in gameplay code.
State machines model entities that have distinct behavioral modes. A character can be Idle, Running, Jumping, or Attacking - but never Jumping and Idle at the same time. Each state encapsulates its own update logic, entry/exit behavior, and valid transitions. Hierarchical state machines (HFSM) add nested sub-states for complex AI.
Object pooling pre-allocates a fixed set of objects and recycles them instead of creating and destroying instances at runtime. The pool maintains an "available" list and hands out pre-initialized objects on request, reclaiming them when they are "killed." This eliminates allocation pressure during gameplay.
Event systems (also called observer, pub/sub, or message bus) let game systems
communicate without direct references. When a player takes damage, the health system
fires a DamageTaken event. The UI, audio, camera shake, and analytics systems each
subscribe independently. Adding a new reaction requires zero changes to the damage code.
The command pattern encapsulates an action as an object with execute() and
optionally undo(). Player input becomes a stream of command objects. This enables
input rebinding, replay recording, undo/redo in editors, and sending commands over
the network for multiplayer.
Each state is a class with enter(), update(), exit(), and a transition check.
The machine holds the current state and delegates to it.
interface State {
enter(): void;
update(dt: number): void;
exit(): void;
}
class IdleState implements State {
constructor(private character: Character) {}
enter() { this.character.playAnimation("idle"); }
update(dt: number) {
if (this.character.input.jump) {
this.character.fsm.transition(new JumpState(this.character));
}
}
exit() {}
}
class StateMachine {
private current: State;
transition(next: State) {
this.current.exit();
this.current = next;
this.current.enter();
}
update(dt: number) {
this.current.update(dt);
}
}
Avoid string-based state names. Use typed state classes so the compiler catches invalid transitions.
Pre-allocate objects at startup. acquire() returns a recycled instance; release()
returns it to the pool. Never allocate during gameplay.
class ObjectPool<T> {
private available: T[] = [];
private active: Set<T> = new Set();
constructor(
private factory: () => T,
private reset: (obj: T) => void,
initialSize: number
) {
for (let i = 0; i < initialSize; i++) {
this.available.push(this.factory());
}
}
acquire(): T | null {
if (this.available.length === 0) return null;
const obj = this.available.pop()!;
this.active.add(obj);
return obj;
}
release(obj: T): void {
if (!this.active.has(obj)) return;
this.active.delete(obj);
this.reset(obj);
this.available.push(obj);
}
}
// Usage: bullet pool
const bulletPool = new ObjectPool(
() => new Bullet(),
(b) => { b.active = false; b.position.set(0, 0); },
200
);
Size the pool to your worst-case burst. If
acquire()returns null, either grow the pool (with a warning log) or skip the spawn - never allocate inline.
Use a type-safe event bus so subscribers know exactly what payload to expect.
type EventMap = {
"damage-taken": { target: Entity; amount: number; source: Entity };
"enemy-killed": { enemy: Entity; killer: Entity; score: number };
"level-complete": { level: number; time: number };
};
class EventBus {
private listeners = new Map<string, Set<Function>>();
on<K extends keyof EventMap>(event: K, handler: (data: EventMap[K]) => void) {
if (!this.listeners.has(event)) this.listeners.set(event, new Set());
this.listeners.get(event)!.add(handler);
return () => this.listeners.get(event)!.delete(handler); // unsubscribe
}
emit<K extends keyof EventMap>(event: K, data: EventMap[K]) {
this.listeners.get(event)?.forEach(fn => fn(data));
}
}
// Usage
const bus = new EventBus();
const unsub = bus.on("damage-taken", ({ target, amount }) => {
healthBar.update(target.id, amount);
});
Always return an unsubscribe function. Leaked subscriptions from destroyed entities are the #1 event system bug in games.
Each player action is a command object. Store a history stack for undo.
interface Command {
execute(): void;
undo(): void;
}
class MoveCommand implements Command {
private previousPosition: Vector2;
constructor(private entity: Entity, private direction: Vector2) {}
execute() {
this.previousPosition = this.entity.position.clone();
this.entity.position.add(this.direction);
}
undo() {
this.entity.position.copy(this.previousPosition);
}
}
class CommandHistory {
private history: Command[] = [];
private pointer = -1;
execute(cmd: Command) {
// Discard any redo history
this.history.length = this.pointer + 1;
cmd.execute();
this.history.push(cmd);
this.pointer++;
}
undo() {
if (this.pointer < 0) return;
this.history[this.pointer].undo();
this.pointer--;
}
redo() {
if (this.pointer >= this.history.length - 1) return;
this.pointer++;
this.history[this.pointer].execute();
}
}
For replay systems, serialize commands with timestamps. Replay = feed the same command stream to a fresh game state.
When a single FSM has too many states, use sub-states. A "Combat" state can contain "Attacking", "Flanking", and "Retreating" sub-states.
class HierarchicalState implements State {
protected subMachine: StateMachine;
enter() { this.subMachine.transition(this.getInitialSubState()); }
update(dt: number) { this.subMachine.update(dt); }
exit() { this.subMachine.currentState?.exit(); }
protected getInitialSubState(): State {
throw new Error("Override in subclass");
}
}
class CombatState extends HierarchicalState {
constructor(private ai: AIController) {
super();
this.subMachine = new StateMachine();
}
protected getInitialSubState(): State {
return new AttackingSubState(this.ai);
}
}
Limit nesting to 2 levels. Three or more levels of hierarchy signals you need a behavior tree instead.
Send commands over the network instead of state. Both clients execute the same command stream deterministically.
interface NetworkCommand extends Command {
serialize(): ArrayBuffer;
readonly playerId: string;
readonly frame: number;
}
class NetworkCommandBuffer {
private buffer: Map<number, NetworkCommand[]> = new Map();
addCommand(frame: number, cmd: NetworkCommand) {
if (!this.buffer.has(frame)) this.buffer.set(frame, []);
this.buffer.get(frame)!.push(cmd);
}
getCommandsForFrame(frame: number): NetworkCommand[] {
return this.buffer.get(frame) ?? [];
}
}
Deterministic lockstep requires all clients to process the exact same commands in the exact same frame order. Floating-point differences across platforms will cause desync - use fixed-point math for critical state.
| Mistake | Why it's wrong | What to do instead |
|---|---|---|
| Boolean state flags | isJumping && !isAttacking && isDashing creates impossible-to-debug combinations | Use an explicit state machine with typed states |
| Allocating in the hot loop | new Bullet() every frame causes GC pauses and frame drops | Pool all frequently spawned objects |
| God event bus | Every system subscribes to everything on one global bus | Scope buses per domain (combat bus, UI bus) or use direct listeners for tight couplings |
| Commands without undo | Implementing execute() but skipping undo() for "simplicity" | Always implement undo() even if unused now - replay and debugging need it |
| Stringly-typed events | Using raw strings like "dmg" instead of typed event names | Use a typed EventMap (TypeScript) or enum-based keys so typos are compile errors |
| Unbounded command history | Storing every command forever leaks memory in long sessions | Cap history length or checkpoint + truncate periodically |
| Spaghetti transitions | Every state can transition to every other state | Define a transition table upfront. If a transition is not in the table, it is illegal |
Object pools sized for average load, not burst load, cause missed spawns - If you size a bullet pool for "average 50 bullets" but the boss fight fires 200 in 2 seconds, acquire() returns null and bullets silently fail to spawn. Always size pools to the worst-case burst in your game, add pool expansion with a warning log, and test the burst scenario explicitly.
State machine transitions that allocate new State objects cause GC pressure - If each transition() call does new JumpState(character), you're allocating during gameplay, which triggers garbage collection pauses. Pre-allocate all state instances at startup and store them in a dictionary; transition by swapping references, not by creating new objects.
Event bus subscriptions from destroyed entities cause null reference crashes - When a game object is destroyed without unsubscribing its event handlers, the next event dispatch calls a handler with a null this context and crashes or produces stale state. Always store and invoke the unsubscribe function returned by on() in the entity's destroy/cleanup path.
Command history grows unbounded in long sessions - Storing every command since session start for an undo system will consume growing memory over hours of gameplay. Cap the command history to a maximum depth (e.g., 100 commands) or checkpoint-and-truncate periodically. For replay systems, commands older than the checkpoint can be dropped.
Deterministic lockstep breaks silently on floating-point operations - Two clients running the same command stream will desync if any physics or movement calculation uses floating-point math, because IEEE 754 results can differ across CPU architectures and compiler optimizations. Use fixed-point arithmetic for all game state that must be deterministic across clients.
For detailed content on specific patterns, read the relevant file from references/:
references/state-machines.md - Hierarchical FSMs, pushdown automata, behavior tree comparison, and transition table designreferences/object-pooling.md - Pool sizing strategies, warm-up patterns, thread safety, and language-specific GC considerationsreferences/event-systems.md - Event queue vs immediate dispatch, priority ordering, event filtering, and debugging leaked subscriptionsreferences/command-pattern.md - Serialization for replay/networking, macro recording, composite commands, and undo stack managementOnly load a references file if the current task requires deep detail on that topic.
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