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 |
|---|---|
Breaking monolithic updates into small, ordered, testable phases |
|
Running heavy computation off the main thread without blocking the game loop |
|
Zero-GC particle effects with pre-allocated arrays and fade-and-compact |
|
Compositing multiple render passes — HUDs, minimaps, debug overlays |
|
Computing derived values once per frame, reading them cheaply everywhere |
How to read these pages
Each pattern follows the same structure:
- What and Why — What the pattern does and when you need it.
- Use Cases — Multiple scenarios where this pattern applies.
- The Technique — The core idea, with generic code.
- 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.
Mibo.Raylib