AbsolutelySkilled game-design-patterns

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manifest: skills/game-design-patterns/SKILL.md
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Game Design Patterns

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.


When to use this skill

Trigger this skill when the user:

  • Needs to model character states, AI behavior, or game phases with a state machine
  • Wants to implement object pooling for bullets, particles, enemies, or other frequently spawned entities
  • Asks about event systems, message buses, or observer patterns in a game context
  • Needs the command pattern for input handling, undo/redo, or action replays
  • Is building a game loop and needs architectural guidance on entity management
  • Wants to decouple game systems (audio, UI, physics) from gameplay logic
  • Asks about managing game state transitions (menus, gameplay, pause, cutscenes)

Do NOT trigger this skill for:

  • Rendering, shaders, or graphics programming (not a design pattern concern)
  • General software design patterns unrelated to games (use clean-architecture instead)

Key principles

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.


Core concepts

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.


Common tasks

Implement a finite state machine for character behavior

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.

Build an object pool

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.

Set up a typed event system

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.

Implement the command pattern for input with undo

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.

Use a hierarchical state machine for complex AI

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.

Implement command pattern for multiplayer input

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.


Anti-patterns / common mistakes

MistakeWhy it's wrongWhat 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 busEvery system subscribes to everything on one global busScope buses per domain (combat bus, UI bus) or use direct listeners for tight couplings
Commands without undoImplementing
execute()
but skipping
undo()
for "simplicity"
Always implement
undo()
even if unused now - replay and debugging need it
Stringly-typed eventsUsing 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 historyStoring every command forever leaks memory in long sessionsCap history length or checkpoint + truncate periodically
Spaghetti transitionsEvery state can transition to every other stateDefine a transition table upfront. If a transition is not in the table, it is illegal

Gotchas

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.


References

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 design
  • references/object-pooling.md
    - Pool sizing strategies, warm-up patterns, thread safety, and language-specific GC considerations
  • references/event-systems.md
    - Event queue vs immediate dispatch, priority ordering, event filtering, and debugging leaked subscriptions
  • references/command-pattern.md
    - Serialization for replay/networking, macro recording, composite commands, and undo stack management

Only load a references file if the current task requires deep detail on that topic.


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