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game-architecture

Skill27 starsChanged 2 months agoMITView on GitHub

Code structure for games that keep growing - composition over inheritance, state machines, event bus, save systems. Use when adding a feature keeps breaking unrelated ones, or before committing to a data model.

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    1. OpusGameLabs/game-creator★ 360same name

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SKILL.md

architecture/ — structure that survives the fifth feature

Small games don't need this. Reach here the moment a new feature starts breaking an old one — or before you decide what a save file contains, because that decision is expensive to change later.

pagewhat it fixes
entity-composition.mdclass Snake extends Enemy extends Entity — build component bundles instead
state-machines.mdbehaviour spread across a pile of if/else — model it as an explicit FSM
event-bus.md"enemy dies" hard-wired to score + sfx + drop + achievement — emit, subscribe
save-systems.mdsave bolted on at the end — it shapes the data model, so decide on day one

Engine-level performance (pooling, spatial partitioning, timestep, update order) lives in skills/three/, not here.

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