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The secret subtext of my book is that almost all of the patterns are perfectly useful outside of games too. Very few patterns here are specific to games (though "Game Loop" is one of them).

Maybe it's just me, but if I'm going to read a few thousand words about some piece of software architecture, I'd rather be reading about trolls and magic than employee record databases.




Thank you very much for all your work on "Game Programming Patterns." It's an amazing resource. I was not aware of "Crafting Interpreters" before now. I can't wait to start digging into it.

I've come across very few Design Patterns, and Software Engineering topics in general, that couldn't be taught/explained from the perspective of game development. I'm surprised that it isn't used as a teaching-tool more often then it is. It's an inherently complex domain that most audiences are already quite familiar with; the "why" behind things is either immediately obvious or easily explained. If someone doesn't know what the requirements are for something like an employee record databases, and how such a system might be used, using that as a context for teaching is not much more useful then "class Widget" and "Foo.Bar()".




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