
programming-architecture
by pluginagentmarketplace
Game developer roadmap plugin with engine-specific patterns and optimization
SKILL.md
name: programming-architecture version: "2.0.0" description: | Game code architecture, design patterns, scalable systems, and maintainable code structure for complex games. sasmp_version: "1.3.0" bonded_agent: 02-game-programmer bond_type: PRIMARY_BOND
parameters:
- name: pattern type: string required: false validation: enum: [ecs, state_machine, observer, command, object_pool, singleton]
retry_policy: enabled: true max_attempts: 3 backoff: exponential
observability: log_events: [start, complete, error] metrics: [execution_time, code_complexity]
Game Programming Architecture
Design Patterns for Games
1. State Machine
Best for: Character states, AI, game flow
// ✅ Production-Ready State Machine
public abstract class State<T> where T : class
{
protected T Context { get; private set; }
public void SetContext(T context) => Context = context;
public virtual void Enter() { }
public virtual void Update() { }
public virtual void Exit() { }
}
public class StateMachine<T> where T : class
{
private State<T> _current;
private readonly T _context;
public StateMachine(T context) => _context = context;
public void ChangeState(State<T> newState)
{
_current?.Exit();
_current = newState;
_current.SetContext(_context);
_current.Enter();
}
public void Update() => _current?.Update();
}
// Usage
public class PlayerIdleState : State<Player>
{
public override void Enter() => Context.Animator.Play("Idle");
public override void Update()
{
if (Context.Input.magnitude > 0.1f)
Context.StateMachine.ChangeState(new PlayerMoveState());
}
}
2. Object Pool
Best for: Bullets, particles, enemies
// ✅ Production-Ready Object Pool
public class ObjectPool<T> where T : Component
{
private readonly Queue<T> _pool = new();
private readonly T _prefab;
private readonly Transform _parent;
public ObjectPool(T prefab, int initialSize, Transform parent = null)
{
_prefab = prefab;
_parent = parent;
for (int i = 0; i < initialSize; i++)
_pool.Enqueue(CreateInstance());
}
public T Get(Vector3 position)
{
var obj = _pool.Count > 0 ? _pool.Dequeue() : CreateInstance();
obj.transform.position = position;
obj.gameObject.SetActive(true);
return obj;
}
public void Return(T obj)
{
obj.gameObject.SetActive(false);
_pool.Enqueue(obj);
}
private T CreateInstance() => Object.Instantiate(_prefab, _parent);
}
3. Observer Pattern (Events)
Best for: UI updates, achievements, damage notifications
// ✅ Production-Ready Event System
public static class GameEvents
{
public static event Action<int> OnScoreChanged;
public static event Action<float> OnHealthChanged;
public static event Action OnPlayerDied;
public static void ScoreChanged(int score) => OnScoreChanged?.Invoke(score);
public static void HealthChanged(float health) => OnHealthChanged?.Invoke(health);
public static void PlayerDied() => OnPlayerDied?.Invoke();
}
// Subscribe
GameEvents.OnScoreChanged += UpdateScoreUI;
// Always unsubscribe in OnDestroy
private void OnDestroy() => GameEvents.OnScoreChanged -= UpdateScoreUI;
4. Command Pattern
Best for: Undo/redo, input replay, networking
public interface ICommand
{
void Execute();
void Undo();
}
public class MoveCommand : ICommand
{
private readonly Transform _target;
private readonly Vector3 _direction;
private Vector3 _previousPosition;
public MoveCommand(Transform target, Vector3 direction)
{
_target = target;
_direction = direction;
}
public void Execute()
{
_previousPosition = _target.position;
_target.position += _direction;
}
public void Undo() => _target.position = _previousPosition;
}
Architecture Layers
┌─────────────────────────────────────────────────────────────┐
│ GAME LAYER │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Managers (GameManager, UIManager, AudioManager) │ │
│ └─────────────────────────────────────────────────────┘ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Systems (Combat, Movement, Inventory, Quest) │ │
│ └─────────────────────────────────────────────────────┘ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Components (Health, Weapon, CharacterController) │ │
│ └─────────────────────────────────────────────────────┘ │
├─────────────────────────────────────────────────────────────┤
│ ENGINE LAYER │
│ Physics │ Rendering │ Audio │ Input │ Networking │
└─────────────────────────────────────────────────────────────┘
🔧 Troubleshooting
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Spaghetti code / tight coupling │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use dependency injection │
│ → Communicate via events, not direct references │
│ → Follow single responsibility principle │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Hard to test game systems │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Separate logic from MonoBehaviour │
│ → Use interfaces for dependencies │
│ → Create testable pure functions │
└─────────────────────────────────────────────────────────────┘
Best Practices
| Practice | Benefit |
|---|---|
| Loose coupling | Systems can change independently |
| Data-driven design | Balance without recompiling |
| Interface abstractions | Easy mocking and testing |
| Single responsibility | Clear, focused classes |
Use this skill: When architecting systems, improving code structure, or optimizing performance.
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