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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T17:20:14+00:00 2026-05-11T17:20:14+00:00

What are some of the more common design patterns used when developing 3D games?

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What are some of the more common design patterns used when developing 3D games? Are there any high-level architectural design patterns that are commonly used? What about general software patterns within the architecture?

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  1. Editorial Team
    Editorial Team
    2026-05-11T17:20:15+00:00Added an answer on May 11, 2026 at 5:20 pm
    • Composite for doing everything per update step (eg. rendering) (And indeed common amongst all UI libraries).
    • Flyweight for drawing many of the same item type on the screen (trees/bushes/bullets)
    • Observer for a lot of UI libraries (again, not game specific)
    • State for transitioning between game/menu/console/pause/etc. states
    • Abstract factory in some beat-em-up type of games for creating mobs/NPCs (the games with ridiculous amounts of AI characters at a time – ie. Left 4 Dead).
    • Strategy for the swapping heuristics in path finding algorithms like A*
    • edit> Command for games like MMO’s that have an actionbar with interchangeable buttons that you can click to cast spells and whatnot.

    That’s all that I can think of seeing right now.

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