Collision Detection
Example: Grid-based collision detection with layers, masks, and collision events.
Example: Grid-based collision detection with layers, masks, and collision events.
Command pattern implementation with CommandBuffer, Dispatchers, and Manager integration for deferred action execution.
Composition-based entity design with Components, Systems, and GameWorld for flexible game logic.
Example: Timed enemy spawning with object pooling, spawn schedulers, and random placement.
Double-buffered event buses with phase/pass propagation for decoupled system communication.
Commands, Events, double-buffered EventBus, and ImmediateBus for decoupled game systems.
Fluent builder pattern for constructing GameObjects with their associated components.
Efficient entity lifecycle management with pre-allocated pools for frequently spawned objects.
Example: Score pools, score observers, UI text rendering, and kill attribution with health/damage mechanics.
Example: Twin-stick shooter with bullet pooling, shooting components, aim tracking, and arena collision.
Entity lifecycle management with spawn scheduling, profiles, behaviors, and pool integration.
Rule-based state machines for game and match state transitions with listeners and command-driven changes.