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Patterns Overview

General game development patterns for Mibo.Raylib. Each page presents a reusable technique — not an API reference, but a working recipe for problems every game developer faces.

These patterns are independent. Apply one, two, or all of them depending on what your game needs.

Available Patterns

Pattern

What it solves

Composable Systems

Breaking monolithic updates into small, ordered, testable phases

Background Work

Running heavy computation off the main thread without blocking the game loop

Pooled Particles

Zero-GC particle effects with pre-allocated arrays and fade-and-compact

Layered Rendering

Compositing multiple render passes — HUDs, minimaps, debug overlays

Pre-computed State

Computing derived values once per frame, reading them cheaply everywhere

How to read these pages

Each pattern follows the same structure:

  1. What and Why — What the pattern does and when you need it.
  2. Use Cases — Multiple scenarios where this pattern applies.
  3. The Technique — The core idea, with generic code.
  4. When to use — Concrete signals that this pattern applies.

Samples

The PlatformerSample and ThreeDSample projects demonstrate these patterns in complete games. Each pattern page links to the relevant sample code.

Type something to start searching.