Original Post
Hello all, For the impatient here are the questions: I recently bought Design Patterns by the gang of four, and was just wondering what patterns I should pay close attention to in game programming? Are there patterns that show up in game development that are no listed? Are there certain patterns that I should try to avoid? What references do you suggest for C++ design, including advanced C++ usage such a template meta programming? What references do you suggest for good STL usage? Now for a little back ground: I am fairly comfortable with C++ syntax, and I have some decent reference material for when I get stuck. Admittedly my STL knowledge is quite limited... but I feel like I have a decent grasp on the language. I have quickly learned that knowing the syntax does know make you effective at using the language. A good analogy would be this: I have spent a lot of time learning to use individual tools from a work shop... hammers, saws, drills, etc. And I am comfortable with each tool. Now I am dropped in the middle of a construction site and am told I should build a house. I do not know how to effectively use the tools to form a final product. In C++ here is what I am trying to do: I am trying to design a CTextureManager... I am sure that if I could figure out generic programming it would be a CResourceManager. Each image can have multiple textures and I am trying to find a good way to store, search, describe the texture system. I am not sure I explained this real well, but it is the fuel for this entire post. If you have any insight, it would be greatly appreciated! Thanks!