As the title says, what are the most popular design solutions when creating a new game or a new game engine?

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    \$\begingroup\$ This question is a poll question. You're asking people's opinions on what is "popular." That's not what this site is here for. \$\endgroup\$ Aug 11 '12 at 0:36
  • \$\begingroup\$ @NicolBolas I think he meant common, not popular. I would like to edit it but im not entirely sure. \$\endgroup\$
    – Sidar
    Aug 11 '12 at 0:45
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    \$\begingroup\$ @Sidar: And that's exactly why this question is not constructive. A good question has a concrete answer. An answer is supposed to be "THE" answer. It should not be many answers all saying different things, leaving it up to the OP to decide who's "right", but nobody being right in an objectively determinable sense. That doesn't help anyone except the OP. And that's not what the SE model is about. It's about helping people who find the information later. Knowing what the OP decided was the best answer is useless to them. That's why poll questions are supposed to be closed. \$\endgroup\$ Aug 11 '12 at 0:54
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    \$\begingroup\$ This question doesn't deserve closing. It's a very common mistake among beginning game programmer to assume that design patterns will solve everything. They need to see further than that. \$\endgroup\$ Aug 11 '12 at 1:40
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    \$\begingroup\$ gamedev.stackexchange.com/questions/4157/… \$\endgroup\$
    – Jeff
    Aug 11 '12 at 4:29

Patterns were designed to solve a certain problems within a/several domain(s). There are tons of design patterns for games. There is even the possibility that you might come up with your own! ( Well that depends on how much of problem solver you are ).

Allot of articles on creating games implicitly show you certain design patterns.

But ...hey google is your friend. Here

These are pretty much common
Abstract Factory
Object Pool

But there are so many others that apply as well.

I think the reason you got a downvote is because it's too hard to give you an exact answer. It really depends on what your game specifics are.

Also I agree with lorancou. Don't try to hammer on design patterns. There are other solutions to any problem.

  • \$\begingroup\$ Just today i learned about this Factory and Abstract Factory pattern and i end up saying "no way to adopt this for a game", the funny thing is that now is on the most wanted list :D . I would like to see an example of that because i noticed that adding a new product in this Abstract Factory it's not that simple . \$\endgroup\$
    – user827992
    Aug 11 '12 at 0:31
  • \$\begingroup\$ Abstract Factory is quite simple. youtube.com/watch?v=N8_wwa90tzM&feature=plcp . Yes this is in Flash. But the concept applies to any kind of language with interfaces/Abstract classes. \$\endgroup\$
    – Sidar
    Aug 11 '12 at 0:40
  • \$\begingroup\$ no doubt about that, but i'm not convinced about this for a larger and more "dynamic" use when you have to introduce new object definitions and in general new "products", i was looking for a large project or for a demonstration that can prove that i'm wrong thinking about this as a bad solution. \$\endgroup\$
    – user827992
    Aug 11 '12 at 0:51
  • \$\begingroup\$ That won't really do you any good. When you work on a project you will walk into a problem that needs a solution. This is where Design patterns come in. It's up to you what you use and how you implement them. If you think you know a better way, go for it. \$\endgroup\$
    – Sidar
    Aug 11 '12 at 0:52

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